Fantastic tutorial as always! I've been using this technique for years and it works great. Here's one cool trick I found - in Vray displacement, there is a "water level" control. If you turn it up slightly, it will remove/clip all of the water just below the base of the droplets. This approach is especially handy when the main object isn't opaque.
Vielen Dank!! Genau sowas hab ich vor ner Zeit mal für nen Projekt gebraucht. Hab es nicht vernünftig hinbekommen, dann nen Material von Poliigon gefunden, was sowas bewirken sollte aber es hat nicht 100% funktioniert. Deine Methode ist auch viel besser, weil sie procedural ist :-)
Hab die Texturen von Poliigon auch getestet, hatte aber auch nicht so richtig funktioniert. Hab deshalb einfach mir eigene Texturen generiert :-) Theoretisch kann man auch komplett procedural arbeiten indem man sich die Texturen spart und über BerconNoise oder so sich etwas ähnliches generiert, dann arbeitet man sogar komplett procedural.
If you create the droplets in After Effects using a combo of perlin noise, Levels/Curves (to clamp the noise into individual blobs) and layers of blurring and masking, you can create all different kinds of droplets. From there you can animate them using the noise controls, an animated mesh warp, manual keyframing or all of the above. You can also create animated single drips. I recommend doing the whole thing in 16-bit or higher so the Vray displacement doesn't have stepping.
I guess there won't be any big difference in terms of renderspeed between both methods. The raindrop texture I generated by myself using Forestpack and a bunch of simple models. On my Patreon there is a bonus video about this process...
Hi, I just scattered some simple drops that I modelled quickly on a plane, made it tileable and then generated a heightmap from it. I will probably upload a bonus video about the process on my Patreon to show the process.
Substance designer works well for this, you can get some really nice procedural blobs and generate all of the required sizes and shapes using just procedural noise, Histogram Scan, blurs and masking. After Effects works as well, this way you can animate the result. The tricky part is getting the displaced result to look pillowy like a droplet of water. Solid white blobs won't do the trick, and the solution I've found is too complicated to describe here. Combinations of different blurs and masks are the key!
The displacement texture is not procedural in this case, but the placement and setup itself is. Nonetheless you can probably easily build a procedural noise texture for the displacement as well.
super nice! love your way on making things, another option here ruclips.net/video/3zg2yKy61yg/видео.html could be to set the smaller droplets on lighten instead of normal
Wouldn't it have been faster to just set your composite layer for the small droplets to "lighten" without the need to use a mask in order to show the small droplets with the larger ones.
✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂
patreon.com/JonasNoell
Fantastic tutorial as always! I've been using this technique for years and it works great. Here's one cool trick I found - in Vray displacement, there is a "water level" control. If you turn it up slightly, it will remove/clip all of the water just below the base of the droplets. This approach is especially handy when the main object isn't opaque.
Oh awesome, the water level control is a great idea! Thanks for that information! 😀
I've never thought to not use particle flow or Phoenix. This is very interesting!
I watched it because it looks refreshing how you created those textures
Vielen Dank!! Genau sowas hab ich vor ner Zeit mal für nen Projekt gebraucht. Hab es nicht vernünftig hinbekommen, dann nen Material von Poliigon gefunden, was sowas bewirken sollte aber es hat nicht 100% funktioniert. Deine Methode ist auch viel besser, weil sie procedural ist :-)
Hab die Texturen von Poliigon auch getestet, hatte aber auch nicht so richtig funktioniert. Hab deshalb einfach mir eigene Texturen generiert :-)
Theoretisch kann man auch komplett procedural arbeiten indem man sich die Texturen spart und über BerconNoise oder so sich etwas ähnliches generiert, dann arbeitet man sogar komplett procedural.
Thank you for this awesome tutorial!
Thank you
THANK YOU JONAS
Wow Sooooo smart 🙌🙌 , u got new patreon member
Awesome :D
Wow, nice! Now, how to animate the droplets? 😉
Animated textures would work with this approach :)
@@JonasNoell Does anyone have a good animated water droplet video
If you create the droplets in After Effects using a combo of perlin noise, Levels/Curves (to clamp the noise into individual blobs) and layers of blurring and masking, you can create all different kinds of droplets. From there you can animate them using the noise controls, an animated mesh warp, manual keyframing or all of the above. You can also create animated single drips. I recommend doing the whole thing in 16-bit or higher so the Vray displacement doesn't have stepping.
In terms of render speed, which one would be faster ~ this method or the one with particles? How do you make those raindrop textures btw?
I guess there won't be any big difference in terms of renderspeed between both methods. The raindrop texture I generated by myself using Forestpack and a bunch of simple models. On my Patreon there is a bonus video about this process...
Hi thank you so much I need textures RAINDROPS
It’s on Patreon
wow super!! can i get this texture?
very nice where we can find and download this map to play with thanks.
You can find the scene files on my Patreon
nice, i was wondering how did you create the drops textures
There is a bonus video on my Patreon about this if you interested in that.
What did you use to create the texture map? This is awesome!
Hi, I just scattered some simple drops that I modelled quickly on a plane, made it tileable and then generated a heightmap from it. I will probably upload a bonus video about the process on my Patreon to show the process.
Substance designer works well for this, you can get some really nice procedural blobs and generate all of the required sizes and shapes using just procedural noise, Histogram Scan, blurs and masking. After Effects works as well, this way you can animate the result. The tricky part is getting the displaced result to look pillowy like a droplet of water. Solid white blobs won't do the trick, and the solution I've found is too complicated to describe here. Combinations of different blurs and masks are the key!
@@brendancoots Thanks! That's a great tip
Nice Tutorial, good info! Shame the texture is not procedural though... seems like a misleading title?
The displacement texture is not procedural in this case, but the placement and setup itself is. Nonetheless you can probably easily build a procedural noise texture for the displacement as well.
Hi Jonas very nice...is this working also on glass materials?
This probably won’t work because you would see the original raindrops object that was pushed below the surface and would be refracted.
i need the shader ball
It's available on Patreon
super nice! love your way on making things, another option here ruclips.net/video/3zg2yKy61yg/видео.html could be to set the smaller droplets on lighten instead of normal
Wouldn't it have been faster to just set your composite layer for the small droplets to "lighten" without the need to use a mask in order to show the small droplets with the larger ones.
I would need to recheck which part you mean in particular, but very well possible. There are always multiple ways to achieve the same result