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We
use a gradient (alpha mode) with
our weightmap for setting the displacement. |
We
add an envelope to the weightmap
so that when the water is quiet
the weightmap is to 100% and when
the water moves it is to 0%. This
is so that the displacement doesn't
affect our endomorphs. |
The
following is a Turbulence to give
it some irregularity to the surface
(you can use your favorite procedural). |
What
continues is Underwater (yes underwater,
no ripples). ;) |
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For
the ripples with an envelope that
begins when the drop falls, it grows
in the moment of bigger reaction
of the water and vanishes at the
end. |
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Once
we have the animation and the camera
movement, we proceed with the environment. |
The
first thing (and here the key of
the water surface) is to choose
the HDRI that better adapts to the
atmosphere and the mood of the scene
that you want to achieve. Then we
add a Texture Enviroment, in my
case is something like that |
Then
we continue with a Gradient Backdrop
that looks to texture enviroment
(in fact the GB won't be seen, but
it will serve us for the fog). |
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Then
we add some
kind of fog. |
Since
we are using ImageWorld for HDRI,
we should make a render with the
clean scene, only with the texture
enviroment, for then to put it as
Background image: |
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To
give it that nice specular glow,
we add Corona, since we are using
a HDRI and also our spotlight has
a high value, the filter would be
something like that
on the left. |
| In
my case also I´ve added X-dof
for depth of field: |
| Since
we are using reflections and refractions,
we activate them in the render panel
too. |
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Here
is my original
animation. As you can see
above and in this
animation, I've improved the
technique a bit, now the drop bounces
and sepparates from the water tank.
Besides this, I´ve played
in a composition software with the
image tonalities, filmgrain, brightness
and contrast, etc. |
I
wanted to thank to Julez4001, thanks
to his generosity is possible this
tut. And to all those that offered
help, thank you! |
That's
all! :) |
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