We actually sculpted a series of water drops in Zbrush, and then created a displacement map out of that. A bit of photoshop for making it tileable and creating some different versions. The sculpting was time consuming, probably 2-3 days, but the end result was the best we had found so far.
The water drops are a separate mesh too. You can displace the glass surface as well, but it's not the same look - particularly because the IOR needs to be different for water. To do this one I made a copy of the outer poly's of the bottle mesh, deleted the faces that were not visible to camera, and made it 99.9% of size. Add a water material to that mesh and apply a VrayDisplace modifier to pop out the water drops. Use the 'water level' feature set at it's lowest setting (I think. 001, maybe .01 - whichever) to clip out everything but the drops. That way you get the drops starting from just inside the surface of the glass - but that works fine in Vray - you actually want the interpenetration.
That's it, that's all.
b
The water drops are a separate mesh too. You can displace the glass surface as well, but it's not the same look - particularly because the IOR needs to be different for water. To do this one I made a copy of the outer poly's of the bottle mesh, deleted the faces that were not visible to camera, and made it 99.9% of size. Add a water material to that mesh and apply a VrayDisplace modifier to pop out the water drops. Use the 'water level' feature set at it's lowest setting (I think. 001, maybe .01 - whichever) to clip out everything but the drops. That way you get the drops starting from just inside the surface of the glass - but that works fine in Vray - you actually want the interpenetration.
That's it, that's all.
b
Comment