The final step is applying random textures to the grains and adjusting the render settings.
After preparing the dishes and creating the blades, we connect dynamics to the objects using RBD Packed Object for the coffee and RBD for the blades. Then we add Rigid Body Solver and set the gravity. After that, we cache with particles and merge the mesh with particles using the Transform Pieces node. Additionally, it is possible to adjust the mesh of the object itself
To create the coffee vortex effect, the project utilized 7000 coffee beans and 20000 various fragments of different sizes in the Houdini Fx software. The first step was to prepare the vessel where the coffee would be placed. Then, blades were created inside this vessel, and their animation was set up to generate the vortex. The next stage involved placing the coffee beans inside the object. The object was transformed into a point system, on which the coffee beans were placed.