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  • #16
    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
    Brett Simms

    www.heavyartillery.com
    e: brett@heavyartillery.com

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    • #17
      Thanks a lot for the insight, and i think scultping is really the good solution in terms of realism most of the time it's the best way to go. Zbrush is such a great tool by the way, can't live without it. Brett the droplet master !
      ____________________

      WALEE / www.walee.com

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      • #18
        Credit for the sculpting goes to Jim Dunk - who works with me here. He is the modeler

        b
        Brett Simms

        www.heavyartillery.com
        e: brett@heavyartillery.com

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        • #19
          You're right, it's always best to give the credits to the right person. So Jim is the droplet master :P
          ____________________

          WALEE / www.walee.com

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          • #20
            I think that's what he has on his business card
            Brett Simms

            www.heavyartillery.com
            e: brett@heavyartillery.com

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            • #21
              Wow, All hail the droplet master
              www.bpositive.dk

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              • #22
                What do you get it!!! Fantastic level details!!!

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                • #23
                  Brett, how did you do the water droplet meshes in ZBrush? Did you scuplt them from a plane and then generate your displacement map from that? Just curious. Beautiful stuff as usual.
                  Colin Senner

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                  • #24
                    Thanks guys

                    Colin: they were sculpted on a plane then the ZDepth was captured to a 16 bit image. That was retouched in Photoshop to make it tileable, and to create some variations/versions. I have also done it with just using dome shapes interpenetrating a plane object and messing with that, but there was just something much nicer about the more organic version Jim made in Zbrush doing it by hand.
                    Brett Simms

                    www.heavyartillery.com
                    e: brett@heavyartillery.com

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                    • #25
                      Awesome, I'll try this out when I get home tonight!
                      Colin Senner

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                      • #26
                        Any thoughts, on how to create animated version in reaflow ?
                        I just can't seem to trust myself
                        So what chance does that leave, for anyone else?
                        ---------------------------------------------------------
                        CG Artist

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                        • #27
                          My thoughts basically came down to not using Realflow I don't think it has the necessary tools for droplets. You could certainly do it with Pflow and Pwrapper. For animation I think that would be more than good enough, it just didn't quite have the detail of shape for stills that I was looking for. Again though - for liquid runs it works awesome. Anselm (Psychosilence) has an awesome tutorial that shows how to do it - that's what I used as a reference for my testing.

                          /b
                          Brett Simms

                          www.heavyartillery.com
                          e: brett@heavyartillery.com

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                          • #28
                            I tried pflow, but it doesn't look as good, as reality In realflow I tried object based emmiter, mapped with texture.... no luck. Tons of tutorials, but none of 'em cover creating this effect in realflow
                            I just can't seem to trust myself
                            So what chance does that leave, for anyone else?
                            ---------------------------------------------------------
                            CG Artist

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                            • #29
                              I tried finding ways in RF without any luck either. I really think Pflow can do a pretty good job in many ways, but you need to be a good Pflow guy like Anselm or Bobo to be able to get the right dynamics in the drop shapes and I just don't have that level of proficiency. There are also limitations to what you can do with Pwrapper of course.

                              Anyway, I'm just happy I only work in stills
                              Brett Simms

                              www.heavyartillery.com
                              e: brett@heavyartillery.com

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                              • #30
                                Neat!! very nice..
                                Prateek Vishwa
                                sigpic
                                www.prateekvishwa.com
                                https://www.facebook.com/pages/PVDS/161239543925007

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