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condensation on bottle testing

Posted: Sat Sep 27, 2014 4:54 am
by itsallgoode9
some proof of concept water drop testting as I go along

Re: condensation on bottle testing

Posted: Sat Sep 27, 2014 5:06 pm
by FrankPooleFloating
Displacement?.. :? Of the glass?.. Glass and water have a different IOR. I always do water drops as separate object(s). Some times as instances... works like a champ.

And displacement can be painfully slooooow...

Re: condensation on bottle testing

Posted: Sat Sep 27, 2014 7:22 pm
by itsallgoode9
The drops are a separate layer of geo with the correct IOR and an alpha map. Render times are fine for me, this only took a couple hrs to render. For my needs, displacement is the only way to go. Once my have my displacement map created, I can apply to any bottle I need rather than hand placing thousands of drops of geo anytime a client decides they want water drips on a bottle.

Re: condensation on bottle testing

Posted: Sat Sep 27, 2014 7:55 pm
by FrankPooleFloating
Ahhh. Roger that. ;)

Re: condensation on bottle testing

Posted: Mon Sep 29, 2014 5:04 pm
by Olitech
itsallgoode9 wrote:The drops are a separate layer of geo with the correct IOR and an alpha map. Render times are fine for me, this only took a couple hrs to render. For my needs, displacement is the only way to go. Once my have my displacement map created, I can apply to any bottle I need rather than hand placing thousands of drops of geo anytime a client decides they want water drips on a bottle.
Why would you hand place? Couldn't you use the bottle shape as a particle emitter?

best,
O

Re: condensation on bottle testing

Posted: Mon Sep 29, 2014 6:12 pm
by itsallgoode9
I've tried that that in the past but had no luck in getting it to look good enough. I've tried scatter programs too but not luck. They just give you random placements but condensation isn't exactly random, as one would think...there's method in its seemingly randomness. I just might not know how to to use particles well enough though. I've also worked with scattering programs but most are too random as well. Carbon Scatter 2 actually gives me the control I need to create the desired look but it's not compatible with octane render unfortunately.

Do you have any samples you could throw together showing what result you've been able to get with using the geo as a particle emitter?

Re: condensation on bottle testing

Posted: Thu Oct 02, 2014 10:18 am
by Huv
Hi, recently saw this :
SpritZ
http://c4dtools.net/spritz/
;)

Re: condensation on bottle testing

Posted: Mon Oct 06, 2014 5:54 am
by itsallgoode9
Huv wrote:Hi, recently saw this :
SpritZ
http://c4dtools.net/spritz/
;)
damn, that would be s o helpful for me. unfortunately i'm a maya user. one of these days i think i'm just gonna break down and pay somebody to write a tool for me :|

Re: condensation on bottle testing

Posted: Fri Oct 17, 2014 1:55 pm
by itsallgoode9
here's a quick test update I did using geo instead of displacement. This test was basically to figure out how to get the lighting to cast some nice shadows and caustics while having little pinpoint highlights on the drops...sort of a proof of concept for myself. Alot of bottle photos use this type of crisp, non organic drops on their labels, so that's what i wanted to explore a little bit.

Image

Re: condensation on bottle testing

Posted: Fri Oct 17, 2014 3:11 pm
by glimpse
great test! certainly looks more natural! =)