HOW TO MAKE "WATER DROPLETS" IN BLENDER 4.0 (GEOMETRY NODE) - TUTORIAL

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hey and welcome to my YouTube channel in this video I'm going to show you how you make this water droplets in blender I am using blender 4.0 on a MacBook Pro M1 chip and 16 Ram you can download my 3D soda can models I made Link in the description but you can also create your own model and set your water droplets on that so let's start with set up the blend file so before we start I want to say this tutorial is all inspired by CG matter I will link his channel in the description so press a to select all then press X to delete it so if you are using my free 3D model soda can I'll show you how to import that model go to the file and click on append then find your downloaded file and click on that click on the object select the middle soda can and click on a pend press option plus G to Center the object on the 3D cursor let's make a silver metallic material select your soda can and go to shadings and like you see in the downloaded blend file it's already a setup material there so if you have that you can skip this part and if you wants to just screenshot and make the material by your own then pause and screenshot and if you want to follow along step by step continue to watch now let's set up the hdri so go to world click on this yellow Dot and select the environment texture click on open and choose you hdri image in the description I linked the hdri I used so download that so go to the render settings then change the render engine from EV to cycles and if you have a GPU device go and change to that for better rendering also change the Mac samples on the viewport to 64 and change the noise threshold to 0.1 so you can render faster also change the Mac samples on the render to 300 then unfold the film and check the transparent so we have the hdri affected but we can't see it in the viewport now back to the soda can silver material and click on new and rename it to soda can silver change the metallic to one now we are going to add some fingerprints and details to the can select principled bsdf and press control+ T to enable the node Wrangler so this is how enable the node Wrangler go to edit then preference click add-on then go to search and type in node Wrangler check the node Wrangler and here you go then plug the color to the roughness then plug the object into the vector on the noise texture then open the fingerprint I Linked In description the name of the file will look like this and don't worry we will fix the look of the soda can then add a color ramp and place it after the images press shift plus Control Plus color ramp and on the mapping change the scale to 0.1 change from Flat to box and change blend to 0.5 and then change the color space to non color press shift plus a to add a noise texture then press shift PL Control Plus the noise texture and when you see this gray thing you know you did this the correct way select the mapping then press shift pug Control Plus plus d to duplicate not only the node but the settings too now plug the vector from the mapping into the vector on the noise texture and change the scale back to one and now on the noise texture change the scale to 700 change the detail to zero then press shift plus Control Plus the principled bsdf then add a bump node then plug the fact from noise texture into the height on the bump node then change the strength to 0.063 then plug the normal into the normal and here we have a silver metallic material so go to the geometry node and click on new and then rename it to water droplets and here on the modifier you can see the geometry we added and then add a join geometry and place it between group input and group output then press shift plus a to add a distribute point on faces and place it between the group input and the join geometry now drag the geometry into the join geometry then add an instance on points and place it between distribute points on faces and group output now add a UV sphere mesh and plug the mesh into the instance and then change the radius to 0.06 and then add a transform and place it between the UV sphere and the instance on points then change the zscale to 1.41 now add a random value plug the value into the scale change the MN value to 0.5 plug the rotation from distribute points on faces into rotation on instance on points then add a vector math and place it between the distribut points on faces and instance on points then on the first number type in pi2 or type in the numbers 1.57 of1 and now we are going to select where on the soda can we want the water droplets to be so to do that on the group input you can see an empty dot under the geometry dot click on the empty Dot and drag that into the selection and on the modifier settings you can now see we have a selection section click on this thing over here then go to data click on the plus button to add a vertex group and rename it to selection then hit the tab button to go to edit mode so this is the tab button just right over the caps lock and over here press Z to change the shading mode then click on the wireframe then click on the face selected and select all over what you want the water droplets to be then click on assign then hit the tab button again to go back to the object mode now go back to the modifiers and like you see we don't have any water droplets so to fix that click here there is an empty spot and select the selection and now check the droplets or what you want them to be now add a realize instances and place it after the instance on points and then add a set position and place it after the realize instances now we are going to make the water droplets a little bit more realistic so add a noise texture plug the color to the offset and I know it looks kind of weird right now but don't worry we are going to fix it so press shift plus a to add another Vector math and place it after the noise texture change from add to subtract then change all numbers to 0.5 select the vector math press shift plus d to duplicate it and place it after the other Vector math but for this one change some subtract to scale and change the scale to 0.1 and this is what that looks right now good you can now see the droplets is not smooth at all so to fix that add set shade smooth and place it right after the set position and now see the water droplets is nice and smooth and when we Swift to render mode you can now see the droplets doesn't have any material so to fix that press shift plus a to add set material and place it right after the set shade smooth and we also need to set a material for the soda can in the geometry node so add another set material and place it between the group input and join the geometry and like you see the material disappeared so on the top set material click and change to soda can silver now for the water droplets material now open a new window by holding your pile here until this symbol pops up then drag it to the left and on the editor type change that to Shader editor so I know this is a better way to do this but I don't know how so this is my way add any mesh and click on new and rename it to water droplets so select the soda can and on the second set material change that to the water droplets material also click here to pin the geometry so when you select other object the geometry is going to stay click here so the mesh doesn't render later select the principled bsdf and press X to delete it then press shift plus a to add a glass Shader then plug the bsdf to the surface and then change the I to 1.33 select the mesh press h to hide right click and close the area and here we have the water droplets material now time to make the small droplets so go back to the geometry nodes now we are going to add another join geometry and place it right after the set position so select the distribute points on faces press shift plus d to duplicate then drag the geometry into the mesh and change the density to 65 then select the instances on points press shift plus d to duplicate and plug the point to the points add another UV sphere plug the mesh to the instance and then change the radius to 0.03 then plug the instances into the join geometry we just added then select the random value press shift plus d to duplicate then plug the value into the scale and then change the Min to zero and drag the selection to the selection on the distribute point on faces two okay so I accidentally unplugged the geometry to the original join geometry so it looks weird right now sorry for that and this is what we have right now now press shift plus a to add a frame so we know what part of the geometry is what then select all of this nodes and place it in the frame so press n to unhide this sidebar and on the Node selection you can name the frame to whatever you like now we are going to make a section for the big drop droplets density so in the sidebar go from node to group and rename it to Big droplets now we are going to make a section for the small droplets density and rename it to small droplets and here on the modifier you can now easy control the density of your big and small droplets now add another group input why are we doing this just because if you want to change the material you can now change that easier from the modifier now we are going to add the materials to the modifier control press n to UNH ins the sidebar again rename the first one to soda can material and here you can see the material section then rename the second one to droplet material so if you want to change the material you can now change that easier now press shift plus a to add a frame so we know what part of the geometry is what then select all of this nodes and place it in the frame so press n to unhide this sidebar and on the Node selection you can name the frame to whatever you like and rename it to small droplets now we are doing doing to make a seed section and then add a re-root and place it here and drag it to the other seed press n to unhide the sidebar again and then rename it to seed but with caps now when you change the seed you can now see the seed change both small and big droplets and then add another realize instances and place it after the second instances on point node now we going to make a scale section so press n to unhide this sidebar rename it to small scale make the same for the big drop and rename it to Big scale and let's see if that works and it seems to work good and also make a section for the shade smooth and this is what we have now and I thinks this looks really good so now I'm going to show you how to save this geometry so you can drag this to other object in other project so go back to the viewport click here to change the display mode and select the blend file then unfold the node group rightclick over the water droplets then click on Mark as asset now let's see if it works press shift plus a to add a cube open a new window by dragging like this or right click and select header and then vertical split then change the editor type to asset browser then click here to change it to the current file and the geometry should pop up drag the geometry and drop it on the cube and it seems to work that's good here we have created water droplets in blender and here is my results thank you for watching and I hope you like my tutorial comment down below what I can make in the next video and with the editing and all that thing and feel free to subscribe for more tutorials and videos
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Channel: Malin.mp4
Views: 8,420
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Keywords: malin winnieson, video creator, commercial, Hej Kompis, homemade, fake ad, drink ad, after effects, blender, 3Dmodeling, blender 3d
Id: Ade2C6phAg4
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Length: 11min 31sec (691 seconds)
Published: Fri Mar 01 2024
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