View Full Version : [New] Water drops..
glass.use
10-12-2007, 03:37 AM
heres a recent test trying to make a water drops =)
the original
http://www.j1jj.com/uploads/2180155bd8.jpg
In Action
http://www.j1jj.com/uploads/774483778e.jpg
PS: Many thanks for Rizon Parein for the lighting. used it to show the mat very well
thanks again Rizon
hope you all like it.
ps:i know it looks like a mineral water at the neck ;P
of course it can be placed on a pepsi or beer or any drink =P
:lol:
Wow! Looks really cool.
Would you share some settings?
KevinJ
10-12-2007, 02:25 PM
FINALLY. I have been trying to find a condensation material forever.
I have been working on a infamous heineken light can but someone suggested I add condensation to it.
http://www.alternativeskin.com/ads/3D/Heineken-Light4-sml.jpg
I have tried converting my c4d materials but they don't convert well. glass.use would you mind helping me? Here are the files:
http://www.alternativeskin.com/ads/3D/Heineken-Can-Archive.zip
glass.use do you mind sharing the waterdrops mat please?
KJ
PS I like that scene with the glass. ;) ;)
glass.use
10-12-2007, 02:32 PM
:) happy you liked it.. do you want me to make it for you or just give u the material?
Fluffy
10-12-2007, 02:47 PM
I would advise using displacement, the results would be a lot better for the droplets.
Looking good anyway, but the glass looks like ice of bumped glass at places.
glass.use
10-12-2007, 02:54 PM
i tried the displacement but it make between the glass and the water drops like 2 cm space. and the other glass thats applied on it the drops mat is bigger a little little bit than the original so the drops become obvious, and when i try to scale it down the drops disappear , so i used bump -.-
Fluffy
10-12-2007, 03:09 PM
If you have a space with a displaced material, this means you didn't use shift properly, of that you don't have any black value.
I will run some tests on my side, and see if I can come up with a good sample.
glass.use
10-12-2007, 03:12 PM
thanks, and waiting, tell me if u need the water map
KevinJ
10-12-2007, 03:12 PM
I also tried displacement for my can (this was in c4d) and I couldn't get the random look of condensation. I also think the way I created my can isn't the best for displacement either. I used a spline and lathe.
glass.use, fluffy by all means have a look at my files and let me know.
KJ
Can either of you suggest the best way to convert my materials from the attached file. I tried Vray Converter under plugins but can't seem to get the stacked mats and me alpha to work. Please remember I am new to both C4D and vray. :D
glass.use
10-12-2007, 03:19 PM
sure, im making some test to give you a better result
KevinJ
10-12-2007, 03:23 PM
Thanks I look forward to them. woohoooo
Fluffy
10-12-2007, 04:02 PM
For the stacked materials, just activate "mix texture" on the second one (the decal).
For the alpha, open the Vray material, then click on the weight tab and place your alpha map inside a layer. Right-click that layer and set it to "invert image". This will invert the alpha and put it back the way it should be.
I'm still testing for now, but having some promising results.
I'll post when I'm finished.
KevinJ
10-12-2007, 04:18 PM
Thanks can't wait to see
glass.use
10-12-2007, 04:33 PM
little update
http://www.j1jj.com/uploads/22955d404d.jpg
how do i increase the AA
its AD DMC 1-4 0.01 and 1.5 sinc
Fluffy
10-12-2007, 05:09 PM
Here is my test :
http://fluffy4d.com/wp-content/uploads/2007/10/droplets.jpg
And the explanations with file : http://fluffy4d.com/?p=37
To make it look better you need :
- a good hand painted droplets map (so that it drips following gravity)
- a good water shader (mine is purple to show the droplets better)
- good displacements settings, depending on the scene
Fluffy
10-12-2007, 05:14 PM
@glass.use : I don't think the AA is the issue here. The jagged edges come from the displacement and displacement map. You need to make the drop shape gradual, so the drops need to fade toward the black color of your background, to avoid them to be raised sharply.
Then, add a Hypernurbs on the object, this will smooth the displacement.
Finally, make sure you have a proper subdivision for the displacement.
glass.use
10-12-2007, 05:41 PM
you have 2 objects with the exactly the same size right? the one with the drink logo and one with drops
i did the same with the ca but it seem that the pink color pain all the can in pink
although i did all things u did and made the shift .15 -.02 displacement
but i get it to over paint the metal can
http://www.j1jj.com/uploads/40ed44c282.jpg
glass.use
10-12-2007, 05:46 PM
forgot to make the to invert the displacement i guess.. let me check and say back
Fluffy
10-12-2007, 05:54 PM
Yes, my original map needs to be inverted. Black is negative elevation, white positive.
KevinJ
10-12-2007, 06:05 PM
I'm lost. :oops:
glass.use
10-12-2007, 06:21 PM
heres my tests ;)
thanks fluffy
fluffy water mat
http://www.j1jj.com/uploads/5c407dd529.jpg
my water mat
http://www.j1jj.com/uploads/32abca71ad.jpg
Rich_Art
10-12-2007, 06:40 PM
Thanks fluffy. very nice..
Peace,
Rich_Art. :wink:
KevinJ
10-12-2007, 06:54 PM
I am trying Fluff method and I get nothing. Now my displacement on glass's isn't there.
Doh!
Fluffy
10-12-2007, 07:09 PM
The displacement needs to be high enough so that the peaks can go through the original object.
KevinJ
10-12-2007, 07:37 PM
OK got that.
KevinJ
10-12-2007, 09:43 PM
I notice on the last post from glass, that his bumps seem to be a little square looking (I got the same thing) I assume we have to make a smoother gradation.
I have played and tweaked the bump file to what I think is more like condensation. I will continue to play and post over the weekend.
Thanks again guys.
KJ
glass.use
10-13-2007, 12:09 AM
I notice on the last post from glass, that his bumps seem to be a little square looking (I got the same thing) I assume we have to make a smoother gradation.
I have played and tweaked the bump file to what I think is more like condensation. I will continue to play and post over the weekend.
Thanks again guys.
KJ
well since we know now how displacment work, the bump was a deception :P to look like displacement
lets follow fluffy method since it works better ;)
glass.use
10-14-2007, 01:53 AM
Frost bite render :lol:
http://www.j1jj.com/uploads/766ca3cb31.jpg
incomplete =P
KevinJ
10-14-2007, 01:57 AM
After some help from glass and using fluff's mat setup here is my test.
From my research condensationisn't very high in height. I will continue to play.
http://www.alternativeskin.com/ads/3D/Heine-test.jpg
KJ
scanmead
10-14-2007, 02:13 AM
This is looking sweeeet!
Hang on to those "frostbite" settings. You know you're going to need it sooner or later. :wink:
KevinJ
10-14-2007, 03:44 AM
Here is a small update. added larger drops and some that are running down.
http://www.alternativeskin.com/ads/3D/Heine-test2.jpg
KJ
glass.use
10-14-2007, 04:35 AM
small update too ;)
pardon me kj =D
http://www.j1jj.com/uploads/c393bbe071.jpg
afternooncoffeeboy
10-14-2007, 11:43 AM
looks good but everything bit too small (if u compare the water drops with the can) and 2 mutch...just scale them all a tiny bit and a less drops
KevinJ
10-14-2007, 02:19 PM
Glass beat me to it. My first render took 1:18, the second took 26min after I adjusted my displacement file.
Gone for breakfast, be back later.
KJ
Anymore of these renders and I will get drunk!
http://www.alternativeskin.com/ads/3D/Heineken2.jpg
Heerko
03-13-2008, 06:23 PM
Will this Fluffy method also work for a glass object? Cause it seems to me that the waterdrops-object will show through a glass object right?
I'm trying to get a whiskey glass with condense on it. Will this displacement object show throught my glass? And if so is there another way to achive the effect?
Thnx,
Heerko
Fluffy
03-13-2008, 07:07 PM
No, it won't work on a transparent object because the displacement shift makes it go through the glass, as seen here :
http://fluffy4d.com/wp-content/uploads/2007/10/shift_explanation.jpg
What you can do, is not use a shift at all, but you have to make sure your base colors are correct.
Heerko
03-14-2008, 10:33 AM
Thnx for your quick reaction Fluffy
But if you wouldnt shift, wont the IOR be all wrong? Wont it add up the IOR of the glass and the IOR of the water(drops)?
Heerko
03-14-2008, 11:22 AM
I'm also experimenting with the vray displacement tag and an alpha/transparancy material to create a seperate waterdrops object. But I'm getting weird results. Anyone got experience with this?
Fluffy
03-14-2008, 02:14 PM
Thnx for your quick reaction Fluffy
But if you wouldnt shift, wont the IOR be all wrong? Wont it add up the IOR of the glass and the IOR of the water(drops)?
Not if you use alpha where you don't want displacement to take place.
Heerko, a little bit more info would be helpful. What kind of weird results?
Heerko
03-18-2008, 11:22 AM
The problem is that it seems that the alpha map doesnt line up with the displacement map.
I've put the alpa mapped texture on the most left, set it on cubic projection and then applied the displacement map to it. They dont seem to add up.
When I use a "normal" difuse texture it does displace. I just dont get it. You cant add files on this forum can you? Otherwise I could upload the file for you, to see what I mean.
I dont know how to hotlink Flickr images so the url: http://www.flickr.com/photos/24567909@N08/2343021730/
Anyway, thnx for your time!
Heerko
03-18-2008, 12:20 PM
My bad! I used a black/white map for the alpha and a middle grey with white map for the displacement, cause I thought black would displace it wong. But this is what causes the shift. So I think I've got it right now :)
Rizon Parein
04-11-2008, 12:56 AM
These waterdrops are fingerlicking.... any zbrush users wanna try this?
Quote from simmsimaging: "
The water drops are done with Vray displacement using a map that I made from a Zbrush model. I have been trying for a year to get good water drops/sweat using all kinds of methods, and finally bit the bullet and we did it that way. We spent a couple of days worth of time (here and there between projects) and sculpted a set of probably 300-400 droplets in Zbrush and generated a D.map out of that, which I then adjusted in Photoshop to make it tileable and clean it up."
http://www.chaosgroup.com/forums/vbulletin/showthread.php?t=41231
http://www.chaosgroup.com/forums/vbulletin/showthread.php?t=41209
of to the nightshop... thirsty!
[/img]
vBulletin® v3.8.4, Copyright ©2000-2012, Jelsoft Enterprises Ltd.