Autodesk 3ds Max: creating condensation of droplets on the walls of a jar

Hello stopgeim people! This time I’m posting a lesson, or rather not even a lesson, but a series of lessons on Autodesk 3ds Max dedicated to creating the effect of condensation on the walls of a jar using various methods and methods. The series is very voluminous, complex and in text-image format, but that’s how it was in the original, and I just translated it, which took me about 3-5 days, and, by the way, I don’t now have the opportunity to record the whole thing in a video. So let’s turn on our brains, remember how to read and get started.

Option 1 – Scattler Tool

Step 1. Import the source object called “can.obj" into the scene.

Step 2. Let’s select the “can_body” object, apply the “Poly Select” modifier to it, then select those polygons on which drops of condensed liquid will be created.

Step 3. Now we need an object that will be a drop of liquid, create a small sphere, call it “water drop”, convert it to “Editable Poly” and delete those polygons that I indicated in the picture.

Step 4. The resulting object is slightly flattened by scaling.

Step 5. (Necessarily!) Let’s apply X-Form to the resulting object, to do this, run “Command panel > Utilites > Reset XForm > Reset Selected”, I repeat once again that this is very important. When I wrote all this, I forgot about this point and the tutorial took away part of my nervous system.

Step 6. Don’t forget to select "water drop" go to "Command panel > Create > Compound Objects > Scatter".

Step 7. After we clicked on the “Scatter” button, let’s go to the “Modify” panel in order to get a more complete range of its properties. Click on the “Pick Distribution Object” button and specify the “can_body” object.

Step 8. In the “Source Object Parameters” group, increase the number of “Duplicates”, and also, if necessary, reduce the scale of objects using the “Base Scale” counter.

Step 9. Until this moment, our condensed liquid does not look very realistic, in order to fix this, in the “Distribution Object Parameter” group, check the box next to “Use Selected Faces Only” and switch “Distribute Using” to the “Area” position.

Step 10. In order to give the scene even more realism, let’s add a small scatter in the drops, to do this, go to the "Transforms" rollout, find the "Scaling" group in it, check the box next to "Lock Aspect Ratio" and set "X Scaling" equal to ‘75%’.

Step 11. Now let’s go to the “Display” rollout, enable the “Hide Distribution Object” option, also, you can play around with the “Seed” parameter in order to get different results for the position of the drops.

Step 12. If you are satisfied with the result, you can save it as a preset and then use it at any time.

This is what I ended up with:

Option 2 – PArray Particle System

Step 1. Import the source object called “can.obj" into the scene.

Step 2. Let’s again select those faces that we will use to create condensation.

Step 3. Now let’s start creating our https://noidverificationcasinos.co.uk/review/palm-casino/ condensate. Let’s go to “Command panel > Create > Particle Systems > PArray” and create a “PArray” in the viewport.

Step 4. Without removing the selection from “PArray”, let’s go to the “Modify” panel. In the “Basic Parameters” rollout, find the “Object-Based Emitter” group, click on the “Pick Object” button and select our “can_body” object.

Step 5. We need to create drops of condensation only on the faces we have selected for this in the “Particle Formation” group, let’s turn on the “Use Selected SubObjects” option. In the “Viewport Display” group, change the particle display type to “Mesh”, set their visibility in the “Percentage of Particles” rollout to ‘100%’.

Step 6. In the "Particle Generation" rollout, in the "Particle Quantity" group, select "Use Total" and set the number of particles to ‘500’. In the "Particle Motion" group, set the "Speed" parameter to ‘0’. We also need all the particles to appear in the very first frame and therefore in the "Particle Timing" group we will set the "Emit Stop" to ‘0’.

Step 7. The particle size can be changed using the "Size" counter in the "Particle Size" group. Let’s set a small spread in the droplet sizes using the “Variation” parameter, set it to somewhere around ‘50%’. But, if you play the animation, you will notice that the particles change their size from very small to the value set in “Size”. To fix this, set the "Grow for" and "Fade for" values ​​to ‘0’.

Step 8. It’s time to customize the appearance of our particles. Now, as we can see in the “Particle Type” rollout, I’m working with the “Sphere” particle type – this is a very good option for when you need to get opaque objects.

Step 9. For transparent objects, we need to create a hemisphere, exactly the same as we did in the previous example, create it again and after that in the “Particle Types” group, select “Instanced Geometry”, click on the “Pick” button in the “Instancing Parameters” section group, and select “water drop”.

Step 10. PArray does not have the function of aligning to object normals like other particle systems, so in order to correctly align the position of the drops, let’s go to the “Rotation and Collision” rollout, and in the “Spin Axis Controls” group, select “Direction of Travel/MBlur”. Let’s go back to the "Particle Generation" section, set the "Speed" value to ‘0.001’ and the Divergence value is ‘0’.0′.

Step 11. The last thing we can do with the particles is change their type to metaparticles. In the "Particle Type" rollout, in the "Particle Types" group, select "MetaParticles". You may need to increase the particle size slightly to see results.

Step 12. As we can see, the resolution of the resulting mesh is very low. To fix this, turn off “Automatic Coarseness” in the “MetaParticle Parameters” group. After this, the “Evaluation Coarseness” parameter will become available, using it, you can get a high-quality, smoothed mesh. Reduce the Render/Viewport values ​​and you’ll get the anti-aliasing you’re looking for, but be careful, too small values ​​will greatly increase the time it takes to generate the mesh.

Step 13. Just like in the case of using “Scatter”, you can save the preset and use it if necessary.

Here is my latest result:

Option 3 – Particle Flow Paint

Step 1. For the third time, import our jar into the scene and select those faces that we need to use to create drops of condensation.

Step 2. Again, create a hemisphere, call it “Water drop”.

Step 3. Let’s create a “Particle Flow” by going to “Command panel > Create > Particle Systems > PF Source” and placing it somewhere in the scene.

Step 4. In order to see all the particles in the viewport window, go to the "Modify" panel and set the "Viewport Quantity Multiplier" to ‘100%’

Step 5. Open the “Particle View” window, “Graph Editors > Particle View” and remove the following statements.

Step 6. In the “Display 001” rollout, set the particle display type “Display Type” to “Geometry” in order to see the shape of the particles in the viewport.

Step 7. Let’s replace the "Birth" operator with the "Birth Paint" operator. In the "Birth Paint 001" operator rollout, set the "Emit Stop" parameter value to ‘0’ in order to generate all particles in the very first frame.

Step 8. Now let’s create a "Particle Paint" object. In order to do this, go to “Command panel > Create > Helpers > Particle Paint”.

Step 9. Let’s go to the "Modify" panel. In the Setup rollout, set the Brush Radius to ’20’. Using the “Particle Density” group, you can adjust the particle density in the center and along the edges of the nozzle. Using the “Particle Flow Rate” group you can control how many particles are emitted and at what speed they are emitted during one frame.

Step 10. In the “Layout” rollout, select “Paint on Objects Listed”, add the “can_body” object to the list. This will allow us to draw particles only on specified objects. In the “Selection Filter” group, select “Selected Faces Only” from the drop-down list.

Step 11. To prevent particles from mixing and overlapping each other, turn on “Separation” and set it to a higher value.

Step 12. Make sure that in the “Orientation” rollout, in the “Z-Axis” group, the “Align To Surface Normal” option is enabled

Step 13. To use the "Freehand Paint" feature you must work in an orthographic projection such as "Top" or "Front", for example. Also, you can change from "Perspective" to "Ortigraphic" by pressing ‘U’ on your keyboard.

Step 14. Now that everything is in place, we can apply condensation drops. Click on the “Freehand Paint” button and move back and forth several times over our “can_body” object.

Step 15. In order to delete individual particles you just drew, you need to go to the “Editing” rollout.

Step 16. Now we have drawn particles. Select “PF Source” and open the “Particle View” window. In the “Birth Paint 01” rollout, select “Particle Paint 001”.

Step 17. Now we need to add "water drop" as a sample for our particles. To do this, add the “Shape Instance” operator to the “Event 001” block. In the rollout "Shape Instance 01"

Step 18. Let’s change the size of the particles and add some variation to their sizes. Let’s add the “Scale” operator to the “Event 001” block.

Step 19. In order to add a material with particles, you need to add the “Material Static” operator to the “Event 001” group, then simply drag the desired material into the slot in the “Material Static 001” operator

Step 20. In principle, you can do without using the “water drop” object; instead, you can use the “BlobMesh” composite object. First, disable the “Shape Instance” operator by clicking on its icon, you can also disable or delete the “Material Static” operator.

Step 21. Go to “Command panel > Create > Compound Objects > BlobMesh” and create a “BlobMesh” object in the viewport.

Step 22. Without removing the selection from the “BlobMesh” object, go to the “Modify” panel. In the “Blob Objects” group, select “Pick” and select the “PF Source 001” system.

Step 23. Play around with the blobmesh parameters and scale settings in Particle View a little.

Leave a Reply

Your email address will not be published. Required fields are marked *