Hello Forum,
searching for an option to apply water drops onto any surface, I found a nice little routine the other day that I want to share with you.
The material explained.
I started off with a simple glass .vismat and played around with the bitmaps. The basic idea was to achieve a universal material that can be laid over an object without changing the original material. This guarantees maximum flexiblitiy and speed.
In order to keep the original material, the object needs to be copied to another layer. There, the Condensed Water material is being assigned.
Bitmap usage.
Displacement offsets the drops from the surfaces, reflexion/refraction is only calculated in the drops. Thus, artefacts are clamped out and the object is being covered by a shiny wet film.
Mapping.
Depending on the object it might be neccessary to assign a specific type of mapping. When copying an object that already has some mapping(s) applied, I recommend to delete and re-apply the mapping channel(s) of the copy - because editing the mapping will affect both original and copied objects.
1-2-3.
1. copy the object to another layer.
2. assign Condensed_Water.vismat to the copy.
3. render.
The result.
The material.
.vismat ZIP
Make sure to assign all textures correctly (Reflection 2x, Reflection Glossiness, Refraction Transparency, Displacement)
Surely, I'd like to know what you guys think and what's worth improving
Of course, the bitmaps could well be modified to recreate different types of drops.
btw, how do I pack a .vismat for sharing? File paths?
Cheers,
Matt
searching for an option to apply water drops onto any surface, I found a nice little routine the other day that I want to share with you.
The material explained.
I started off with a simple glass .vismat and played around with the bitmaps. The basic idea was to achieve a universal material that can be laid over an object without changing the original material. This guarantees maximum flexiblitiy and speed.
In order to keep the original material, the object needs to be copied to another layer. There, the Condensed Water material is being assigned.
Bitmap usage.
Displacement offsets the drops from the surfaces, reflexion/refraction is only calculated in the drops. Thus, artefacts are clamped out and the object is being covered by a shiny wet film.
Mapping.
Depending on the object it might be neccessary to assign a specific type of mapping. When copying an object that already has some mapping(s) applied, I recommend to delete and re-apply the mapping channel(s) of the copy - because editing the mapping will affect both original and copied objects.
1-2-3.
1. copy the object to another layer.
2. assign Condensed_Water.vismat to the copy.
3. render.
The result.
The material.
.vismat ZIP
Make sure to assign all textures correctly (Reflection 2x, Reflection Glossiness, Refraction Transparency, Displacement)
Surely, I'd like to know what you guys think and what's worth improving
Of course, the bitmaps could well be modified to recreate different types of drops.
btw, how do I pack a .vismat for sharing? File paths?
Cheers,
Matt
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