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jacuzzi effect

Anonymous1 month agoAnswered

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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  • DaveAdmin1 month ago

    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 Force or Field Force to 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/fields to 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.