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I would like to simulate piping of a cream through a piping tip. I modeled the piping tip as you can see. I added a soft body to the cylinder, and then I set the piping to collision. But for some reason it doesn't go through instead it stops midway. I would like to render an image of the cream after deformation.

enter image description here

Do you have any idea how to create such an effect?

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  • $\begingroup$ Ussually Fluid sim is used for that, like here I used FlipFluid addon vimeo.com/305101552 , but current Mantaflow solver could work as well? Just create star object and use it as Flow object. $\endgroup$ – vklidu Jul 19 at 11:57
  • $\begingroup$ you could fake it by passing a cylinder through a lattice $\endgroup$ – wilks Jul 19 at 12:40
  • $\begingroup$ I would recommend the use of fluid simulation with a increased amount of viscosity $\endgroup$ – Nxdhin2005 Jul 19 at 15:09
  • $\begingroup$ @vklidu Can you post a link to a tutorial. $\endgroup$ – solomancode Jul 19 at 17:33
  • $\begingroup$ @Nxdhin2005 Seems like the solution I'm looking for, but I'm not that advanced in fluid simulation. Can you recommend a tutorial to follow. $\endgroup$ – solomancode Jul 19 at 17:34
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Flip Fluid addon [$]

  • create star (you can use Extra Objects addon) and animate movement
  • under Physics Properties enable Flip Fluid > type Inflow
  • add Cube object and scale it to Domain dimension
  • under Physics Properties enable Flip Fluid type Domain
  • under FLIP Fluid World enable Viscosity
  • Bake

enter image description here enter image description here Credits for Cup-Cake model goes to MrSorbias.

Mantaflow

in general same system (domain / inflow). I just wasnt able to setup enough viscosity without strange behaviour of particles. This area doesn't seems to be covered in Mantaflow solver. You can find a parameters in Physics Properties editor under Diffusion, but from what I saw on net, most thick liquid is still too far from cream with ability to keep a form.

For more details check this intro

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    $\begingroup$ This is a very useful answer $\endgroup$ – Nate_Sycro27 Jul 19 at 23:00
  • $\begingroup$ Perfect answer ... exactly what I recommended.Though I wasn't that perfect in fluid simulation $\endgroup$ – Nxdhin2005 Jul 20 at 4:30
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Being a curve addict here is a solution using bezier objects for this.

Demo

Create three sets of bezier curves:

  1. Section shapes for varying cylinder tips
  2. Piped cream objects themselves
  3. Taper shape(s)

Create varying bezier curve shapes for the foreseeable piping bag tips you'll be using. These were created from mesh circles with different number of segments and converted to bezier curves after the fact.

Sections

Create a taper object. This curve will be used to control the shape/width of the piped cream along its length. Position along the Y axis of the mid vertex will set the width of the puff at its widest point.

Taper Object

Create a bezier curve object for the piped cream itself. Optionally give it a twist with the Tilt function (Ctrl + T in Edit Mode). Adjust its shape length and twist as desired.

enter image description here

Set the Taper Object to the taper curve created above and set the Bevel Object to one of the desired sections.

Turn on the option Map Taper so the bevel isn't clipped but instead "slides" along its length.

Map Taper

Now animate the End Bevel property to simulate the squirting action.

enter image description here

For added dynamism you can create and animate the influence of additional shape-keys in both the taper and main curves, to simulate gravity squashing and the elasticity of the cream.

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To expand on my comment, and if you only need the moment the cream passes through the tip, an easy way to fake it would be to pass a cylinder through a lattice.

steps

Start with a cylinder with a few edge loops and a subdivision modifier. Add a Lattice with an uneven number of U and V divisions and 3 W division. Scale the middle W to zero, then make the bottom of the lattice into a star shape matching the shape of you tip.
Add the lattice modifier to the cylinder and now, moving it along the Z axis will deform it as if it'd been through the tip.

anim

Now, this is obviously just a quick and simple way to fake it, and you might need to use more complicated softbody or fluids simulations if you want more realism. But I thought it was worth pointing out this technique.

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    $\begingroup$ Nice technique, I've tried that. The issue is I don't know the shape of the cylinder after deformation and I was hoping to find a way to make blender compute that shape based on the piping tip shape. $\endgroup$ – solomancode Jul 19 at 17:32

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