• I have a basic idea of what I want this renderĀ to look like, a circular explosion of mercury with some droplets flying around
    First off, I'm gonna set up a fluid dynamics sim in houdini
    Starting with a sphere.
    I'm gonna displace the sphere so it has some interesting normals.
    Next, I'll convert the normals of the mesh into velocity for the fluid simĀ and add the FLIP solver!
  • Disable gravity and connect the normals' velocity
    and we have a fluid sim!
  • I'm gonna mess with the values until I can render out some decent fluid!
    When I'm done, I connect a file node to the render output and render as obj!
  • I'm now gonna import this into cinema 4d

    Let's light this, add some subdivisions and find a good camera angle

    I'm gonna use cinema's physical renderer for this.
    Let's layout the droplets with spheres,and I'm also adding a floor and a skydome.
  • Now here's the fun part! materials!
    I'm gonna only turn on the reflectance channel, and add a GGX model.
    Test render, and we see we need something to reflect...
  • So I'm gonna assign an hdri to that skydome!
    as you can see, this helps a LOT
  • I'm still not happy with how light this is, so I'm gonna add more contrast by assigning a darker material to the floor.
  • That's better.
    now I'm gonna add depth of field to the image
    the orange dots represent the focus distance, and I'm gonna use a reeeeally low f-stop for shallow DOF
    like...
    .7?
    I'm also gonna kick up the contrast on these lights, set sampling to high, and let that render!