Scattering droplets will have a different feel as the sweaty condensation type Caspian is after. I've only did this on glass where I simply put a condensation normals map in the bump slot of the material that I've used on outside of the bottle. I've tried to make a copy of the outside mesh of the bottle and have a separate water material with a normal map for the condensation and alpha for transparancy but that gave a lot of artefacts. Deadlines were quite close, so I had to fake it till I made it :)
It would be a lot better to have the condensation and glass separate though, so I'm curious in this solution too..
Redeemer, am I understanding right that in your render I'm looking at bumpy glass/label, and not water on the glass? The reflections don't seem right if it was if it was water.
Almost all of the Mograph tuts I've seen (like the popular GSG one) using scatters, randoms and falloffs make it look as if the droplets have been sprayed/stuck on and not the more convincing water effects I was achieving in my example at the top of the post using Physical Render (as if a bottle was taken out of the fridge and had a little time to warm up). I'm going to keep experimenting, but bare in mind I'm probably the least experienced person in this thread :)
Thanks for all your advice so far.
---UPDATE -- I might have to invest in something like Spritz if I can't solve it before I go mad.
« Last Edit: 2018-08-30, 06:45:51 by caspian »
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