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Automize (Dew)Drops on bottle
Hey guys,
Does anyone got experience for that specific task?
Of course there are several options to go.
But is there a "quick" way to scatter drops on a bottle.
Also the drops have to be modelled correctly because of the
refraction rendering. In other words the drops must have a frontside and a backside
in order to get some decent reflection / refraction.
Is it possible to shoot particles on a bottle object in order to stick the drops on
the first contact with the object?
That would be great time saver.
The next step would be to replace the particles with pre modelled drops objects...
any comments are appreciated.
best regards
NAIK
EDIT: Sorry for the double Post guys - my fault
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Wick3dParticle
10-03-2008, 05:25 AM
Hey Naik,
If you want to quickly scatter particles on a surface, and have them stick... try the following.
Set up an emitter. Have it emit particles towards the bottle, and make them collide.
Then set up a collision event, killing the original particles and emitting new ones at the collision location. Make sure not to inherit velocity.
Also, you may want to take a look in to blobby type particles.
Best,
Ilan
Aikiman
10-04-2008, 08:45 PM
Hi,
If you want your drops to have a specific shape instead of blobbies you could always instance them using your own custom meshes or surfaces. Then you'd need to setup a little bit of code along with closestPointOnMesh node to find the surface normal assuming your surface is circular and use that to orient your instancers correctly.
Have a look at this thread for more info on how to do that http://forums.cgsociety.org/showthread.php?f=86&t=399170&highlight=closestPointOnMesh
hey guys -
thank you very much for your comments.
I will give it a go today and see how far i will come.
I think one "problem" will be the distance between the bottle glas and the instanced
drops. As far as i know there have to be a small tiny gap between them in order
to get some decent result.
best regards
Wixman
10-06-2008, 10:53 AM
Ah mate - there is a quality tutorial on this on the Particles for VFX DVD from Adrian Graham
I cannot reccommend this enough.
http://www.kolektiv.com/products.php
Thanks for the tip buddy - i will definately check it out as soon as possible.
At the end i think you will recognize that with some decent mel scripts / expressions
life will be much easier... especially when it comes to particles...
thematt
10-06-2008, 11:31 AM
check highend I think there is a script that do just that based on the dvd from Kolektiv.
cheers
hey thematt,
do you mean the scatter script? Or what do you exactly mean?
cheers
Aikiman
10-06-2008, 08:02 PM
hey guys -
thank you very much for your comments.
I will give it a go today and see how far i will come.
I think one "problem" will be the distance between the bottle glas and the instanced
drops. As far as i know there have to be a small tiny gap between them in order
to get some decent result.
best regards
That should be pretty easy just by offsetting the objects centre point.
baran
10-07-2008, 03:08 AM
Hi,
I've made a sample scene based on particles dripping from pepsi can. This is koletiv method.
It may be usefull.
mandark1011
10-07-2008, 03:14 AM
I did a similiar effect awhile ago and i used a softbody slaved to a particle that ran down the bottle.
hey baran (http://forums.cgsociety.org/member.php?u=186800)
thanks a bunch mate for the test scene.
Thats almost exactly what im looking for.
If it is possible, can you comment the scene a little bit.
best regards
NAIK
Duncan
10-07-2008, 07:37 PM
Note that if you have Maya2009 this effect is relatively easy. One can simply increase the stickiness on the emitted nParticles. Or to allow sliding along the bottle one can also use the built in field on the the bottle (passive collider, or nRigid) with a small max distance to attract nearby particles. If one starts with the water style particles and raytraces in Mental ray then the effect is pretty much complete.
Duncan
baran
10-09-2008, 08:56 AM
Hi Naik,
The process is almost similar to kolektiv method.
* duplicate the surface you want to emit the main drips.
* create a surface emiter from the new surface.
* In the basic emitter attribute, check ON in parent UV
* Make the parcile goal as the same object(emiter surface)
* In that particleShape1, add parentU,V,goalU,V & goalPP
* Now you can specify the UV values where the particle slides.
* If the position is almoste 0, then kill the particle.
From the ParticleShape1, you can emit a secondary particle for the follow.
*make conserve = 0.
* Adjust the lifespan and radiousPP as you want.
That's it.
Please check the expression's for the particles.
Hope this helps.
Hey baran,
a friend of mine told me almost exactly the same thing - thanks a bunch mate.
Im looking forward to some decent renderings with this method.
Im very curious about the drops and the bottle - when applying a nice mia water material.
Also im doing some tests for some beerfoam - i have recognized that spreading those drops
particles with a very small lifespan and locked in a specific "room" can give some good results.(my idea is to fill a specific room which will be later the foam part of the glas.)
The first test was promising but at the end there are again several options to make some decent beerfoam without any third party plugin.
cheers
NAIK
baran
10-10-2008, 02:54 AM
All the best for your mia_material test. but I did the render with anistropic material. My requirment is not much detail. That's why.
By the way I attached a sample scene file for beer foam. This is also Kolektiv method. It worked really good for my soda foam.
The steps are:
* add a new surface at the bottom amd make as surface emitter.
* define the liquid hight by revolving a curve.
* make goal and parent UV's for the particle
* play with conserve & lifespan to nake the foam to stay in the upper glass level
One additional thing is sprit camera. Kolektiv method uses some expression to get the sprit facing all the time for the renderable camera.
If you want you can use blobby to get the same look & feel without much expressions.
Hope this helps for your beerFoam.
Hey baran,
Actually, thats exactly what im looking for - i have not tested it yet
but im sure that with some test settings and some parameter changes i will
get the desired look of foam.
Thanks buddy :beer: I really appreciate it!
The kolektiv stuff seems to be veryyy handy...
cheers guys
p.s as far as i got some renderings i will post them of course ;-)
baran
10-12-2008, 10:04 AM
would love to see your output.....
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