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Anonymous1 month agoAnswered
jacuzzi effect
Hey everyone, I'm working on a looping whirlpool/jacuzzi effect. Any advice on how to get a realistic look? I need to simulate foam and bubbles constantly emitting from the center and splashing upwards. Appreciate any help you can give! :)
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You could probably get pretty close with the new liquid system in C4D plus some particles for the foam/bubbles.
Broadly, I’d approach it something like this:
Start with a circular emitter in the center of the jacuzzi.
Emit liquid upward with a bit of turbulence.
Use a
Rotate ForceorField Forceto create the spinning whirlpool motion.Add extra upward velocity/turbulence near the center so you get those little splashes and chaotic bubbling areas.
Then layer separate particles for foam/bubbles on top rather than relying purely on the liquid sim.
For the foam you could either:
Render tiny particles directly.
Or generate a secondary foam pass using particles + sprite materials.
Or use
vertex maps/fieldsto drive foam shading on the liquid mesh.Also worth checking out
LiquiGen— it works really well with C4D and honestly feels more flexible/faster than the native liquid system in a lot of cases.The looping part is probably the hardest bit unfortunately.
A perfect seamless liquid loop usually means messing around with mesh morphing/cache blending or carefully syncing the sim state. Depending on the shot length, honestly a subtle fade/crossfade between loops might be the easiest and cleanest solution.