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Submitted on
August 1, 2013
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DAZ|Studio Bubble Tutorial by Cei-Ellem DAZ|Studio Bubble Tutorial by Cei-Ellem
I decided to figure out how to render a bubble in DAZ|Studio, via the Reality plugin through LuxRender. To my surprise, it wasn't as hard as I had feared it would be, but it did require a little research and one custom texture to accomplish the look I was going for.

To create the effect for yourself:
  1. Select the surface of the figure you wish to make a bubble. For my image, I used a sphere primitive, so there was only on surface. For more complex figures (like Genesis), there may be multiple surfaces you'll need to select, or some you may have to set to "null" in Reality in order for it to render correctly, like the jaw and mouth surfaces of most figures (usually hidden by the face surface, but since the bubble is translucent, it'll show through and look... well, weird).

  2. Set the Lux Material to "Glass," then copy the settings in the image. I looked up the index of refraction (IOR) and film thickness of soap bubbles, so this will save you the work of finding it yourself.

  3. Make sure Glass Type is set to "Architectural." This gives the best bubble effect. Otherwise, it looks more like a glass sphere than an airy bubble.

  4. Set your Reflection and Transmission colors to white, then select a multicolored texture for your Reflection Map. For your convenience, I will share the texture I made for the reflection map (circled in red on the image; see below for a link). You know how bubbles have all those pretty colors? Setting a psychedelic reflection map is a good way to simulate this. It's easy enough to make your own in your paint program of choice: swirl around a rainbow gradient over a pale yellow background, then blur to taste. You can also find images of bubble solution online, but I find this works best (and avoids copyright issues).

  5. Leave all other settings ALONE! This is important: KEEP THE OPACITY AT 100%! Yes, bubbles are translucent, but the Lux Material takes care of that for you, so there's no need to mess with the opacity (otherwise, it looks like a poorly superimposed picture).

  6. Render as usual. Render your scene as you normally would.

On a side note, in my experience, shiny objects like bubbles, plastic, metal, etc. tend to benefit from IBL lighting, because it gives them more scenery to reflect back.

I hope you found this tutorial useful!

Reflection Texture:

A comparison of the bubble with and without the reflection texture applied:
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xgnyc Featured By Owner Feb 18, 2014  Professional Digital Artist
Wonderful! Thank you for sharing!
Cei-Ellem Featured By Owner Feb 18, 2014  Hobbyist Writer
You're welcome! Thanks for the :+fav:!
xgnyc Featured By Owner Feb 19, 2014  Professional Digital Artist
Hera-of-Stockholm Featured By Owner Aug 6, 2013
Cei-Ellem Featured By Owner Aug 6, 2013  Hobbyist Writer
You're welcome ^_^. Thank you for the :+fav: as well!
GunnerSteve3D Featured By Owner Aug 2, 2013  Hobbyist Digital Artist
Really cool effect....thx for sharing :)
Cei-Ellem Featured By Owner Aug 2, 2013  Hobbyist Writer
You're very welcome ^_^
EveryBurn Featured By Owner Aug 2, 2013  Hobbyist Digital Artist
This is a great tutorial.  Mbinz, as usual, imparts incredible depth of knowledge, and I am always thankful for the commentary.  That being said, I really like the effect here, and will use your tutorial in replicating my own bubbles!  Thanks!
Cei-Ellem Featured By Owner Aug 2, 2013  Hobbyist Writer
Thank you ^_^. I initially made this as an experiment for when I work on future renders: a friend of mine has a character who, as my sister put it, "Glindas" inside of a bubble on occasion. I anticipate rendering a scene with that at some point.

And yes, :iconmbinz: is awesome like that.
mbinz Featured By Owner Aug 2, 2013
The bubble looks very realistic, but I suspect the colours in the bubble are more from the texture rather than the thin film setting. As the bubble has a thin film setting that would apply a constant thickness to the thin film, that setting will likely only give a limited colour palette (usually one colour); in real life it is the fact that the thickness of the bubble varies as the bubble surface moves by wind or gravity etc... (i.e. the thin film thickness is not constant which gives rise to the variation in colour bands - the different colours actually represent the thickness of the bubble film at that point on the bubble). The reflection texture is then simulating this variation in thickness rather than being directly caused by the film.
The reason it looks strange when set to non architectural glass is that the sphere primitive gives a solid sphere, so with the index of refraction set to 1.33 it acts like a glass lens, where as a bubble is a hollow sphere.

Still a very pleasing result in simulating the bubble!

It would be interesting to see how well a modelled bubble would work; not sure if the bubble wall thickness could be modelled to be sufficiently thin to cause the thin film effects; I know someone has made a prism image that splits the light, but it also required a mod to the exported text file sent to lux... What would be interesting would be having the ability to apply a map to the thin film itself, so that the film thickness varied by the amount of the texture, then the colours would be generated by the actual variation in thin film thickness and light conditions!………
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