Author Topic: Foam/Sponge Shader  (Read 455 times)

2025-08-27, 08:58:51

Majeranek

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Hi,

I know that there were several topics regarding this kind of material but pretty much all of them are quite old and there has been a lot of change in the software since that.

I'm trying to create this kind of foam/sponge shader which will look nice and appealing in high res close up. It seems that it should be easy but to make it look really good in close up yet not taking ages to render is quite challenging. Maybe some of you did something similar already?
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2025-08-27, 10:18:33
Reply #1

Abdullah_Alallah

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I would say there are multiple ways to get to do this actual material, one would be very intensive but its through using SSS and a couple of noise maps all linked to one composite map to better control them, the second which is great for closeups, if you were to get an adobe substace foam material and add SSS to you hearts intent and go from there

2025-08-27, 11:30:04
Reply #2

Majeranek

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Yeah, I tested both SSS and Volumetric solutions. In general volumetric gives a a bit better result. The problem is a rendering time, together with displacement it's becoming huge and I'm looking for some a little bit more optimized solution so it can be animated.
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2025-08-27, 13:34:10
Reply #3

Aram Avetisyan

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Hi,

Depends on how much you are ready to compromise:
http://corona-renderer.com/comparer/nzitMU

both rendered to 6% noise level, denoised with OIDN.
When it comes to SSS, there is almost no fake that can do it. You can try without displacement (only bump):
http://corona-renderer.com/comparer/8FPpWf

but you should probably tweak it based on scene.

Aram Avetisyan | chaos-corona.com
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2025-08-27, 14:28:18
Reply #4

maru

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If render time is the priority for you, you might be able to get away with translucency only (no sss or volumetrics).
Marcin Miodek | chaos-corona.com
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