We strive to make Liquifeel is easy to use. Watch the video to get started quickly. Should you need more info, check the Complete Guide below.
Learn how to…
Obtain the Liquifeel_v1.2.zip file from BlenderMarket or GumRoad.
Blender 4.0 or later is required to run the add-on correctly.
Launch Blender and navigate to Edit > Preferences in the menu. In the Preferences window, switch to the Add-ons tab.
Click on the drop-down menu and choose Install from disk… button and navigate to the location where you downloaded the Liquifeel_v1.3.zip file.
Select the file and click Install from Disk.
Use the search bar in the Add-ons tab to find “Liquifeel.”
Check the box next to the Liquifeel add-on to activate it.
Click Save Preferences to apply the changes.
Once installed and activated, Liquifeel can be accessed in the N-menu Panel.
The Liquifeel Add-on has 4 main tabs:
To apply a shader from the Liquifeel material library to the selected object, click Shade Active in the Shading Tab
Liquifeel comes with two libraries of shaders: Liquids and Solids. You can switch between them by accessing the Library dropdown.
Additionally, you can select “Scene Materials” which gives quick access to all the materials already in the scene.
This is important, because once an asset is shaded using Liquifeel, the material in the material slot should not be manually changed in Blender’s standard interface. Scene materials are also made available through Liquifeel’s interface and should be added through this functionality
To select a shader from the library, click on the large thumbnail.
A dropdown will appear to give you access to the various shader presets in each library.
Beneath the thumbnail, you will see the name of the currently selected shader preset.
To apply a shader from the Liquifeel material library to the selected filled object, click
Two extra buttons (selectors) will be available for objects that have been previously filled, which determine to which mesh the shader is applied.
If the “toRecipient” selector is active, the shader is applied to the surface of the original mesh. If the “toLiquid” selector is active, the shader is applied to the generated geometry inside the original mesh.
Shader presets come with a variety of settings that can be altered.
The number and type of settings are different between different shader presets.
Some common settings for shaders in the Liquids library are:
Color
Sets the main color of the shader
Foam Amount
Determines how much of the liquid height is represented by foam. Increasing the amount will convert more of the liquid to foam, starting from the top and expanding downwards.
The foam amount is relative to object size and total liquid level, therefore it is necessary sometimes to increase the amount until it becomes visible.
Carbonation
Determines whether the liquid contains carbonation bubbles. If checked, two more controls become available – Amount and Size.
Other settings can include turbidity, color intensity, etc. Some are specific to a single shader preset.
The Uber Glass material consists of 3 customizable sections:
Use the Custom Roughness Map section to further fine-tune the roughness of the glass surface by applying a custom roughness map.
The Uber Liquid material consists of 5 customizable sections:
There are various situations when the add-on might not work as you expect. We have compiled a list of common issues, but it may not be exhaustive.
a. Check if the object conforms to the requirements: it should be oriented upwards, have thickness and consist of a single mesh island.
b. Check if the opening is Straight or Irregular: press Num3 or Num1 to go to a side view and make sure the opening is horizontally straight. If it’s not, switch to and increase the value for Lip Threshold until liquid becomes visible.
c. If liquid was added before, then undo was triggered – press Clear before trying to use Fill Active again.
If none of these work, contact support via the Discord Channel. We’re happy to help, if we can.
Our Mission is to push Blender forward and aid its amazing community by providing tools and know-how that we have obtained in the 20+ years of combined experience. Blender has played a pivotal role in each of the creatives in the team that made Liquifeel and we feel grateful for that.
Looking to the future, we would love to be a part of Blender’s progression and craft tools for our creative brethren that we ourselves enjoy. We hope you enjoy Liquifeel and everything that will hopefully come in the future.