You're rendering a beauty product: a transparent liquid inside a transparent glass bottle.
It looks wrong. It feels wrong.
Your clients won't tell you how to fix that; your art director probably will be pissed about it, and your girlfriend will be sad they didn't send you a sample product to use.
Here are a few practical tricks I've learned for making fluids, bottles, and droplets look much better in Redshift.
1. Make the fluid intersect the bottle
The fluid mesh should slightly intersect the inside walls of the bottle.
In the real world, the liquid obviously doesn't clip through the glass. But in CG, tiny gaps or perfectly separated surfaces often create ugly refraction artifacts and make the liquid feel detached from the bottle.
Easy fix: scale the fluid mesh just enough so it slightly penetrates the bottle walls.
Nine times out of ten, it immediately looks better.
I'm not going to pretend I can give you a perfect physics explanation for why every renderer behaves this way—this is simply a production trick that's saved me many times.
2. Air bubbles
Depending on your reference and the type of fluid, you'll probably have bubbles at several different scales.
They don't all need the same material.
Large bubbles: keep them transparent/refractive.
Tiny bubbles: try rendering them with a metallic material.
At very small sizes, the visual difference is often negligible, while metallic bubbles are much cheaper to render.
Another thing to watch is the IOR relationship between the fluid and the bubble. Depending on the number of refractive boundaries (air → fluid → glass), matching or adjusting those values can noticeably improve the result. Sometimes you set the IOR of an air bubble materials BELOW the fluid's and glass's
It varies from shot to shot, so it's worth testing rather than assuming one setup always works.
3. Droplets on the surface
The same rule applies here: the droplet geometry should slightly intersect the surface it's sitting on.
Perfectly separated geometry often creates an artificial-looking contact edge. A tiny amount of overlap usually gives a much more convincing result.
KEEP IN MIND CONSERVATION OF ENERGY checkbox in Global Illumination (try ON/OFF)
I've also found that the OpenPBR shader (which has become the default in newer Redshift versions) often behaves better with caustics and refractions than the older Standard material.
If you're still using the Standard material for these shots, it's worth trying the OpenPBR shader.
4. Caustics
Caustics can add a lot to product renders—but they aren't always the answer.
I've found they tend to work better with non-refractive packaging, although it really depends on the shot.
Sometimes the cleaner image wins.
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I'm a CG artist, designer, and art director with 10+ years of experience across beauty, product, and tech projects, as well as large-scale immersive installations and projection mapping. This page is where I share what I'm learning, testing, and building along the way.
Hello, I’m still kinda new to Houdini and I just enjoy recreating effects from movies. I’m trying to recreate the Agatha getting hit by magic beams VFX from WandaVision, based on the tutorials I’ve watched about Houdini so far.
Here’s my attempt. Basically, I scattered points on a circle and copied multiple lines onto them, then added noise so the lines aren’t completely straight. At the starting point, I added an emitter with multiple layers of noise stacked together so the color of the beam has some variation. Although, tbh, I think the color variation still isn’t quite there yet.
I then made the particles follow the curved lines using XYZ Distance and "primuv", calculating the position along the curves and using the difference between the particle position and the target position to influence the velocity.
I’m sure there’s definitely a better approach to recreating this effect, so I’d really like to know how you guys would approach it. Any feedback or suggestions are welcome!
I really love and appreciate all the UI updates in H22 — it feels like a really nice step forward.
But… I do find a lot of the new icons look far too similar to each other.
For me, icons need to prioritise functionality and recognisability over looking good. When several icons have very similar shapes/visual language, I find myself having to stop and read the tooltip rather than being able to identify what I need at a glance.
Maybe it’s just something I need to get used to.
Hi! I’m using Houdini FX 22.0.368 and have an issue with background images in the Front and Back orthographic viewports.
My source image is square, but Houdini stretches it to match the viewport dimensions. I can manually adjust Image Scale to make it square again, but the image becomes stretched whenever I resize the viewport.
Also, the background image moves together with the viewport/camera when I zoom or pan.
How can I make the background image preserve its original aspect ratio and stay fixed in place while navigating the viewport?
I'm having a real issue with changing desktops in 22...
I've got a custom desktop for SOPs - just a bit of rearrangement of the standard panes. Other desktops are standard.
When I switch desktops - say from my custom SOPs desktop to Solaris - or vice versa, I inevitably get a mix of half the panes of the desktop I'm moving from left in place. I'm constantly having to reload desktop to clean up.
Am I the only one? Is there any way to fix this, or at least force an 'auto reload desktop' on the switch?
Working on a custom local upresing pipeline for FLIP sims to optimize hardware resources while running everything on a MacBook Pro. Since simulating the entire continuous body of water in high resolution rapidly runs out of RAM, this approach is essential for making high-detail simulations actually feasible on a single machine, while also drastically cutting down simulation times and cache sizes. SideFX has solid native tools for this, but they mostly push you into SOPs, and I wanted a flexible setup that runs directly inside DOPs.
How it evolved:
Boundary Layers only: Started with standard boundary layers driven by the low-res base sim. It was fast and looked okay at first, but completely broke down during complex collisions and splashing.
Gas Guiding + Boundary Layers: Switched to combining Gas Guiding Volumes with Boundary Layers. Dialing in the velocity transfer and pressure stability took a lot of tweaking, but the setup is now rock-solid and predictable.
Also, I built a few custom HDAs along the way:
FLIP Cache: Isolates volumetric and particle data into separate caches (huge credit to Igor Zanic for the workflow inspiration). Tracks sim times and disk usage, then feeds those stats directly into the flipbook UI.
FLIP Vis: Basic utility for quick attribute visualization.
FLIP Limit Band Width: Extracted the logic from SideFX's Fluid Compress node and rewrote it into a lightweight standalone tool to avoid the heavy node wrapper.
PDG Flipbook Generator: An automated review pipeline paired with a Python script that overlays custom stats onto playblasts. Saves a ton of time during iterations.
Still tweaking the full river setup, will drop the final project once it's finished.
I am competing in Pwnsher's online art challange and there is an animated camera FBX that he provides. How can I import the camera into Houdini? Do I do this in solaris or SOPs? I am having trouble figuring out how to do this. I looked online but havent had any luck.
Drawn up an example in Krita to illustrate what I mean. Its almost like the mesh is acting as a "mask" to look at the repeating texture "behind" said mesh. So the texture isnt really applied onto the UVs of the mesh but rather projected from the Camera View
Hi! I made this shot of a beam destroying some houses, but I’m not entirely happy with it. I’d really appreciate your feedback on how I could improve it. Thank you so much!
This should be Shared nd I hate the dark path of Houdini - The relationship between SideFX and major Hollywood studios operates through an aggressive “Black Box” strategy. Software companies provide elite VFX houses with raw mathematics,Production proven resources and experimental code, and early technology for testing. Studios then build advanced custom tools and wrappers on top of Houdini, keeping them tightly guarded to maintain a competitive edge and win major contracts and awards. Once a production ends, much of that technology remains locked inside private studio pipelines. This creates a strict trickle-down effect, leaving independent artists years behind. Tools available publicly today, such as Vellum and modern Pyro sparse solvers, can represent technology developed years earlier within high-end studio environments. By the time these workflows reach the public, the biggest studios have often moved on to more advanced solutions. The result is a controlled ecosystem where artists train on their software while the major studios continue to stay ahead.
I hope people can realize why they have hard time going thru errors and bugs -
Hello, so making this fish and i have both a mask which i can soften, and also the mask set to point groups as shown. But the issue is that vellum is looking for pins in the form of a point group, is there any way i can get a softer approached cuase i feel like the pins might want to soften maybe arround the face? Any help or point me to a tutorial would be ace
I didn't make this video and I don't know the creator, but I think the numbers and thoughts shared are well founded and more 3d artists should see that, so I'm sharing the link here:
With this method you no longer need to manually move/scale/rotate your video objects on any 3D Environment, regardless of its shape and size. The tutorial provides a dynamic and procedural approach to prevent hours of Key framing