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how do you make the water stand out
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  • rax_7
  • Posted: 15 October 2009 07:13 AM
  • Total Posts: 29
  • Joined: 26 September 2009 09:48 PM

i can make the water on the tea pot stand out. i make the bump level of the teapot 100. how can i make the effect on the teapot that looks like in pic2?



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  • Samab
  • Posted: 15 October 2009 07:49 AM

A displacement map will make things stand out that are not modelled. But the trouble with this is tha displacement maps, like bump maps are based on image luminance, lighter areas stand out over darker ones, so a map that works will look different to the one you have. You could use PS to paint one based on the image you have, but I still don’t think it will look that realistic for water droplets.
To look real, it would be best to model the droplets and give them a water-like material. The quick way to do that would be with particles or scatter.



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  • rax_7
  • Posted: 15 October 2009 08:54 AM

do particle or scatter look the same? i dont want all water droplet look the same. i want it to look like in the pic. each droplet are different shape.



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  • RedCobra
  • Posted: 15 October 2009 09:15 AM

I guess you have to search for a plug-in for that, such as glu 3d or real flow...but withought plugins, and every droplet has a different shape, this could be done by polygonal modelling, i dont know if there is any other way…



Application: 3Ds Max 2010
GPU: ATI HD6970
RAM: 8GB
OS: Windows 7 64-bit
DX: 11
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  • Samab
  • Posted: 15 October 2009 09:10 PM

You can make a few different shapes to use as particles in Pflow and make it randomly use the different shapes, scales and orientation.
Or like MK said, use some kind of meta-balls system, Blob Mesh is included in Max, but you can buy plugins for better ones, like Pwrapper.



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  • Samab
  • Posted: 15 October 2009 10:57 PM

Here are some examples of droplets made with Pflow. They both use Position Object to put them on the teapot. One uses Shape Instance for the mesh, the mesh is a squashed Geosphere with a Noise mod applied, the noise is animated and the shape instance has a Random Offset, so different particles show the noise at a different phase.
The other used the Pwrapper plugin to create the mesh.



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  • rax_7
  • Posted: 16 October 2009 06:47 AM

WOW, thats pretty sweet. we dont model each droplet, right? its like a hundred droplet on the teapot.



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In the first image, I only modelled one droplet, but animated the noise modifier that makes it go in different random shapes over time. Then in Pflow I used a Shape Instance with a Random Offset, so the particles are seen at a different point in time.
In the second image I didn’t model any droplets, Pwrapper did it for me.

Author: Samab

Replied: 16 October 2009 08:24 AM  
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  • RedCobra
  • Posted: 16 October 2009 09:05 AM

I forgot about the tutorial i did for this website...here check it out, it may fit your need :)

My Tutorial



Application: 3Ds Max 2010
GPU: ATI HD6970
RAM: 8GB
OS: Windows 7 64-bit
DX: 11
My website: http://www.wix.com/redcobra/Mohammed-Al-Khatib-Portfoilio
Turbosquid Page: http://www.turbosquid.com/Search/Artists/redcobra?referral=redcobra

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  • RedCobra
  • Posted: 16 October 2009 07:36 PM

Samab 16 October 2009 05:57 AM

Here are some examples of droplets made with Pflow. They both use Position Object to put them on the teapot. One uses Shape Instance for the mesh, the mesh is a squashed Geosphere with a Noise mod applied, the noise is animated and the shape instance has a Random Offset, so different particles show the noise at a different phase.
The other used the Pwrapper plugin to create the mesh.

Hi Samab, Can you tell me how did you setup the lightning for this scene, and what texture or material you used for the teapot...it looks nice!



Application: 3Ds Max 2010
GPU: ATI HD6970
RAM: 8GB
OS: Windows 7 64-bit
DX: 11
My website: http://www.wix.com/redcobra/Mohammed-Al-Khatib-Portfoilio
Turbosquid Page: http://www.turbosquid.com/Search/Artists/redcobra?referral=redcobra

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  • Samab
  • Posted: 17 October 2009 07:32 AM

Hi Samab, Can you tell me how did you setup the lightning for this scene, and what texture or material you used for the teapot...it looks nice!

The lighting is just a skylight using a HDRI environmet, like in your tutorial so I don’t need to explain.
The tea pot is ProMat Ceramic with a gradient ramp in the diffuse colour.
To make the droplets show better I enabled AO and turned on the setting for exact AO, otherwise the droplets made a very dark shadow.
The water is A&D, I started with the Glass Physical preset, then changed the IOR to 1.333 and the Colour at max distance to a dark gray.



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Oh...its simpler than i thought it would be :P

Author: RedCobra

Replied: 17 October 2009 07:35 AM  
/userdata/avatar/avatar_51065.jpg

It’s nothing very complex, I’ll just add that I did have to add a Planar UVW Mapper to the teapot for the grad ramp to work right.
Using exact AO has a nice side-effect in this scene, there is a fake caustic effect, a little highlight under some of the droplets in the second image.

Author: Samab

Replied: 17 October 2009 07:44 AM  
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  • rax_7
  • Posted: 17 October 2009 01:04 PM

hey, what material did you use for that white teapot?



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