#AskGSG 28: How to Make a Distressed Liquid Sound Wave Effect

January 28, 2015


In this Ask GSG, “david_lund″ asks how to make a distressed liquid sound wave effect like these practical effects in this piece from Nigel John Stanford.

Watch the Video

This video was recorded during a live episode of AskGSG. Visit our AskGSG Page to see our schedule and see how you can get recordings of our live show and Scene Files from this video.

Tutorial Focus:  , , , ,
Software:  ,

  • Hey great Tut, any idea how to do the ripple effect? but controlling it not procedural ! Thanks !

    • try Formula deformer and Displacer applied to the same object (loft a circle and set caps to regular quad grid for more uniform mesh instead of a disc which has tiny polygons in the middle and big ones on the perimeter)

      you can mix the strength of those deformers to blend between concentric ripples and a ‘noisy’ wave that Nick created in his tutorial

      add a jiggle deformer too for smooth transitions between different wave effects

      use Falloff on your deformers so they don’t affect the edge of the liquid so much

      you can plug in sound files via Mograph’s Sound Effector, link it to the strength parameter on deformers so vibrations match the sound

  • Hey! Cool tutorial, Nick.

    Decided to explore a little bit further, and discovered a cool way to make the noise into a symmetrical pattern that resembles some of the other types of cymatic mandala-esque patterns.

    In your shader where you’ve added the noise, click the arrow and change it to Layer. Click into that, and add an Effect>Transform. Changing the X and/or Y value to 0.5 will mirror the noise right in the middle! The mirror and Flip check boxes flip the original noise horizontally and vertically for more variations. Fun noise-mandala cymatic goodness unlocked!

    Still fiddling with it, but I thought I’d share, hope you all enjoy!

  • Very cool tut, just what I was looking for to use on a Commercial for a client to fake a rain drop effect into a hub cap…thanks Nick you the bomb as always brotha.

  • Hi Nick, I was the director of the original Cymatics video (and a longtime GSG viewer) – thanks for running this tut – it was really cool seeing you emulate something we did on set.

    Out of curiosity could you rig the noise to respond to our sound files?

    Thanks again, kind of a nice thrill to see you referring to some of my work! (I’m always using your tuts!)

    Shahir Daud

  • Nick that liquid on speaker is very cold vodka graygoose. I watched how they did it here is link : http://nigelstanford.com/Cymatics/Speaker_Dish

  • you can make that also without any plugins with displace deformer

  • It is really great fun to watch your Video. 10 minutes of time and a good Cinema 4D feeling for the whole day. I should do this more often. Thank you!

  • Overall I love the Greyscale tutorials but this one was disappointing. The challenge was to emulate the effect of sound on a liquid and instead we simply got a visual water effect with no real sound modulation. Some of the readers here posted workable solutions so I wonder why this tutorial couldn’t have done the same?

  • Hey Nick!
    Thank you for this tutorial!
    I made smth like that 🙂 http://mariblud.tumblr.com/post/112403800664/displayser-noise-made-with-this

  • Hey Nick!
    Thanks a lot!
    Thats what i’ve done because of this tut http://mariblud.tumblr.com/post/112403800664/displayser-noise-made-with-this

  • Dude!!! you are super awesome!!!!….can you also please tell how to make eyeball and wings around it stuff shown here at cinema 4d lynda.com: http://www.lynda.com/CINEMA-4D-training-tutorials/173-0.html

  • Hello, This was very helpful in the project (liquid ripple effect) I am currently working on. Is there any advice out there about how to loop something like this so it doesn’t have that awful click/break in the animation?

  • Leave a Reply

    Your email address will not be published. Required fields are marked *

    This site uses Akismet to reduce spam. Learn how your comment data is processed.