condensation on bottle testing

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itsallgoode9
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Thanks man. This is showing good promise so far, looking this good straight out of the renderer. I just got done with a project for Corona (I did this test right after I finished the project) and although the water dropletsfor the project looked fine in the end, it took a TON of post work adjusting the drops that were rendered. I tend to be very "post" heavy in my renders and this is such a headache when dealing with condensation, which is why I'm trying to do simple step by step tests in this thread. Condensation on bottles has been my nemesis for the past 5 years. Ugh.
Tugpsx
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Much better, just need some variance. Maybe a few running teardrop versions rather than all bead condensation.
Win 11 64GB | NVIDIA RTX3060 12GB
itsallgoode9
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Don't worry, I'll be getting there. These are just "proof of concept" tests at the moment. Testing differnt methods, lighting etc. I
itsallgoode9
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Carbon Scatter FINAAAALLLYYYY released their maya update that lets you convert instances to geo so it is finally usable with octane! This is just a proof of concept and learning the program but this is looking extremely promising. This weekend i'm going to add a second layer of very fine, mist like drops in between these larger ones. Only about 15 minutes to render, so it's much much faster than displacement and will be much more customizable!!

Image
itsallgoode9
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hit a roadblock unfortunately. So, Carbon Scatter has to convert its native instances to maya instances to work with Octane...without doing that it is only directly compatible with Vray and Mental Ray. When I tried to add the mist size drops in between these large ones, it took about 16hrs to convert which is a deal breaker. I think for the smaller "mist" ones, I can render out a normal map texture, created on a plane using Carbon Scatter geo. Not ideal but maybe will work. Or maybe I just need to work with Carbon Scatter more and learn how to best optimize it for conversion. Quite a letdown, i must say :cry:
prodviz
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I was thinking of getting Carbon Scatter, but like you say, the 16 hr conversion is a no go.

I wonder if Jim Star could help with the Maya side.
itsallgoode9
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to be fair, it was something like 30,000 instances and something like 10 million tris, so it was pretty hefty. i'm talking with them to find out if it's an issue with my system or if it just takes a long time once you get a bunch of conversions needed. I'll update you if i find anything out.
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