The attraction of the objects to each other creates a concave curve between the noodles and the broth. The curvature is concave, allowing more light to be reflected and making it easier for highlights to appear. It is important not to overlook these details.
Hi just a quick question on UV wrapping after marking the seams, how did you get the uv to curve around the product label? The only thing close I've gotten was using cylinder projection but it doesnt curve around the product label? Thanks!
The unwrapped UV should be curved by default if your cylinder mesh(cup) has a lower diameter at the bottom. The only reason I could think of in your case is that the cylinder is perfectly straight from top to bottom?
Hi, The noodle gets distorted when I simulate, the noodle's surface becomes uneven. Self Collision distance is at .1 cm and scaled larger than what you did in the video. I tried with a 40K+ and 7k+ vertices noodle and still get distortion. Did adjust anything in Stiffness and Damping?
@@KenLiang I have the same problem and I have enabled internal springs. I've tried both with the standard settings and also tried increasing the tension and compression.
Sir, i have a question. When i convert curve to a mesh it becames subdivided a lot. And my cloth simulation becomes 0.00001fps for only one noodle. Unsubdivide makes bad results to a mesh. Is there any chance to control number of subdivisions when converting?
Tune down the curve's resolution (in object data properties) before you convert it into a mesh. If you have a subdivision modifier, remember to only apply it after you convert it into a mesh, not while it is still a curve. Generally, the heavier your geometry, the longer it takes to simulate your cloth. So try working with as minimum geometry as you can and only refine it with subdivision modifier after the cloth modifier.
@@KenLiang wow, that’s great! Would you recommend any classes or tutorials to learn intermediate blender modeling? I am just starting but have the bases down since I have worked with other softwares so I had some idea.
@@jurepog i would suggest familiarizing yourself with blender's modifiers. Coming from softimage xsi myself, i think this is the biggest difference in modelling approach when it comes to blender.
Looks very yummy, nice work, thanks for show the process.
The attraction of the objects to each other creates a concave curve between the noodles and the broth. The curvature is concave, allowing more light to be reflected and making it easier for highlights to appear. It is important not to overlook these details.
wow some very neat techniques Mr.Liang, I would be looking forward to experimenting with some of them in my future projects :)
Nice one. Thank You.
really helpful. Can you please let me know how to make the peeled lid?
dude if I were you I would definitely make a tut video for that. you could get lotta subs.
dang, if only this is ediblex xD
What did the cycles renders look like?
Is it okay if I learn from this, and make a course on how to make a noodle cup?
Hi just a quick question on UV wrapping after marking the seams, how did you get the uv to curve around the product label? The only thing close I've gotten was using cylinder projection but it doesnt curve around the product label? Thanks!
The unwrapped UV should be curved by default if your cylinder mesh(cup) has a lower diameter at the bottom. The only reason I could think of in your case is that the cylinder is perfectly straight from top to bottom?
how to add the imagin in bruh?
Plz make lighting tutorial
Hi, The noodle gets distorted when I simulate, the noodle's surface becomes uneven. Self Collision distance is at .1 cm and scaled larger than what you did in the video. I tried with a 40K+ and 7k+ vertices noodle and still get distortion. Did adjust anything in Stiffness and Damping?
Did you enable internal springs?
@@KenLiang I have the same problem and I have enabled internal springs. I've tried both with the standard settings and also tried increasing the tension and compression.
Incredible work. Thank you for showing the process. Though I would love a more detailed tut since I can't even achieve the simulation
Sir, i have a question. When i convert curve to a mesh it becames subdivided a lot. And my cloth simulation becomes 0.00001fps for only one noodle. Unsubdivide makes bad results to a mesh. Is there any chance to control number of subdivisions when converting?
Tune down the curve's resolution (in object data properties) before you convert it into a mesh. If you have a subdivision modifier, remember to only apply it after you convert it into a mesh, not while it is still a curve. Generally, the heavier your geometry, the longer it takes to simulate your cloth. So try working with as minimum geometry as you can and only refine it with subdivision modifier after the cloth modifier.
@@KenLiang thanks a lot!
Very cool! How much time did this take you alltogether? Not the vid, but the modeling and setting up to render.
Thanks! All in a day's work if i recall correctly.
@@KenLiang wow, that’s great! Would you recommend any classes or tutorials to learn intermediate blender modeling? I am just starting but have the bases down since I have worked with other softwares so I had some idea.
@@jurepog i would suggest familiarizing yourself with blender's modifiers. Coming from softimage xsi myself, i think this is the biggest difference in modelling approach when it comes to blender.