Nuke Particle - How to create raindrops/water drops in nuke

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hello guys welcome back to my channel we shall be effects today in this tutorial we're gonna learn how to grade water droplets with the help of new particle system and this is really like a cool stuff and we can create it very quickly and just just to find out how to how to create this system as quick as possible and you just need to have this pfx distort which you can download it from nuke video the pixel forger nodes which is there available which is free okay so I hope you will enjoy this video please please guys do subscribe to my channel and hit the bile icon and please like this video thank you guys so what are we gonna do first thing first so we need to set our project I have this image which is like almost cloudy weather like it's almost about to rain so I can make it like a raindrops over here like we had seen through a window so we have to shade over here so first thing first we need to create particle system so set your project then what I'm going to do take her like way we need a particle we need to generate particles so that we have like something the raindrops going over like this and then we have green tops over here on the screen and we have some few streaky raindrops which is going down like this so take a constant take a consent and we need to like to resize this one to like something 40 by 40 so that the size of the actual particle would be 40 and it must be square just remember that if you are using or any like if you're doing anything anything in particles the particle which are you is choosing like you which I whichever you are creating must be in square knot in rectangle or the pixel aspect ratio should be almost for a 1 so I'm just gonna like name it R in and we have like 40 by 40 just a second yeah 40 by 40 constant so I'm gonna take a radial so this is the actual intro for us right now so take a particle system like create particle emitter where is it yeah this is it and take a card you're gonna emit from card and we gonna take this as so particle now as you can see we will basically start to like the particles are getting through so suppose this is this card is of window so we need raindrops on this only so in order to do to do that what we can do we can just kill the velocity for now if you kill the velocity the particle there is no motion like there is no force on them right now they are just generating and they are dying at the current space so what I'm going to do I'm just gonna tell the car you to start this at around something over here so that it basically doesn't start it at for the first frame ok so again we need to it like the size of the particle is too big so we can just go and like reduce the size of the particle a bit something like this so that they are like raindrops so now you can see the these things the particles are emitting from points we need to changes into faces so that they are randomly emitted from anywhere from the card so I'm just going to change it to faces so they are emitted like this right now okay so what I'm going to do just check so this is a particular right now we are and we need to add a force so that they go downwards so in order to do that we can use particles wind as well as you can use particle gravity so I'm just going to take a particle gravity near right now what is the gravity as you can see how the particle gravity is too heavy for our comp so let's reduce this to certain extent like this much is enough I think so yeah now you can see like we have a slit I want though the first one to be like slow power slowed drops which are going really slow then we gonna create something like the big streak one and then we gonna create like the particle which are on there like static which are almost reading the rainbow which are is almost static on the window okay so now we have this but as you can see the the life of the particle is not too much so what I'm going to do I'm just gonna increase the life around 100 so now you can see we have particle I'm just slightly too much of particles okay so I'm just gonna like give rate variation as well and you're gonna give variation in size so that all the particles are not same as you can see so right now you can see the car is a surface car is like a window for us right now but as you can see the the particles are just dropping known but they are not dragging on the surface is certainly like if you see we pour water on there any kind of surface it drags over there so we need a particle drag right now so that we make it feel like this is this is going to like this is getting drag the particles the raindrops are getting dragged on the window okay so in order to do that we're gonna take particle drag okay I'm gonna give you slightly as you can see slight value this one and they are like they're dragging right now we're as you can see okay so the most important thing right now when the draw the raindrops are going down they are not forming any streak behind them we need so certain like this Rico you're the raindrop is coming from over here and this is the main droplet of the of the rain which is going down so in order to do that we can use particles for this is a really good tool like if you have not used it till now I'll just explain you what what this is this thing will does you just need to merge it over your own particle and then we just gonna take it over here in particles okay so what particle spawn does for us it will emit this particle okay it's a completely like particle emitter but particle amid particle emitter emits from card but the same process is over here this gonna I made from this particle which are currently present from me over here so the whichever the particles comes will come from this particles like this the generate from this particle system so right now this is suppose this is a cart right now and these particles are occurred right now and the particles will emit from Rovio early so as you can see this is too heavy right now so the particles emitted a lot I think so so let's decrease the size first okay let's just create scene take a scale and render camera this is again so take a camera we're gonna go towards the camera right now and let's kill this for right now and the cameras slightly backwards till we have this frame and early over here yes yeah so now we see all your we have particles over here I'm just gonna connect a reform right to obg okay so now we have this particle which are going like this which are completely like they have no they're just spawning like this and the current particles are only because we have velocity in this particle system so first thing we need to kill the velocity so right now we have killed the velocity now you can see this is this is making us feel like this slightly in the raindrops right now you can see the streaks forming behind him behind each particle we'll just need to take it a little bit so that we get certainly what we need and we need to cheat as well and we need to increase the life slightly not too much slightly yeah and let us decrease the size a bit more this is good use the mask as much as we can so that there is no weight or there is no weight on then and they are not reacting towards anything now you can see we have successfully made this particle over here so just to give you Biff how we gonna like create make like make a droplet very visible over here this is just a rough idea right now yeah which I'm gonna show you so that you have an idea what I'm supposed to do our later on in compositing that I'm just gonna come calm this on top of them so we're gonna take our image okay listen this carefully and please look it closely we gonna take pfx distort if you don't have this you can download this from nuke Vidya and there would be a readme file that I have read this notice need to be a copy pasted over there okay so take the image over here and this is the distortion right now we are just about to add okay now you can see there is slightly or your that this certainly there are some kind of raindrops or something distortion over your happening let me increase the size so that it's much more visible to you yeah this is the actual scene now you can see we have the raindrops of here but the refraction is like this the you just hold for a second yeah I'll just give you a briefing like a good example right now so in order you understand what I'm going to do which one which one after this this is City yeah okay seriously this is a video okay right now you can see over you when the things get reflect or droplets the sky is at the bottom and they and the the ground is at the at the top of the droplets so we need the same kind of feeling in that so that we not we can have this thing like the realistic or water droplets okay raindrops so we have this and you gonna blur it slightly it doesn't make a sense you just ignore that ignore ignore this blur over here which is gonna increase so that right now we can you can see oh here we have sky died down and the ground at the top of the droplets which also we are going good we can take now what we know what we need to do this is a busy right now for us like this is something video this is alpha this is what we needed as a refraction or reflection whatever you call it right now okay some go what I'm going to do I'm going to take this as be you can like press K for copy node okay and this is our alpha I'm just gonna primal this so right now we have texture honor so we have texture on our comp like we have certain values reflection refraction whatever it is called on them okay so right now I'm just gonna take the merge and we're gonna add this in a comp so you can see we have droplet visible I just let me refocus the busy for you so that we are much more focus on our droplets yeah so droplets are much more visible right now now you can see we have doctors over here which are like there is no distortion on them nothing and they are just simply coming downwards okay so this was the brief idea right now for now okay let me arrange them I calm slightly okay I'm just gonna have us blow right now you're so there yeah this is what we need right now okay done so I'm gonna take this copy paste we need like the static droplets on the window right now here suppose this is a window and these are water droplets going down and this is a BG and it's raining something kind of or rather whatever so in order to do that what we are supposed to do take this only and we're just gonna reduce the gravity and drag or we can just increase the mask decrease the mo so that we don't have too much of streaks okay and we're gonna reduce the life as yeah so this is the static droplets which we are like which are coming really really slowly I'm just gonna time offset it so that it doesn't feel it same okay like whatever - 50 something some somewhat and we're gonna reduce the like rid of this because these are too much this much is good and we're gonna wash it over here so right now we have this as well the static wall and this is a small one over here I'm just gonna save my calm version of yeah so we need a now at the big sticky one so in order to do that I'm just gonna like take this so and copy and paste over you let me arrange slightly more better so what we are supposed to do we need like of particles coming downwards you know like a much bigger like streak bigger streak we need so right now yeah and we're gonna reduce the reduce the particles rate as well like we don't need too much of for them so we have to increase the gravity first so that they go down really fast this much is enough I think so particle drag is okay we gonna go in particle spawn this is like this is the play of actual for actually for us we need to focus on this now I'm going to increase the lifetime to something like this and as well as the emission rate so that the particles are emitting there are much particles I'm eating right now okay so slightly on mask as well yes this is cool yeah now you can see the the major problem with our particle system is that when you do such kind of thing such kind of comp there is it always does have a particle spacing over you the this is called step by step frame like this which is an issue over here so in order to fix that and you can really had something in their mind so they have created this node particle setting so you can take this one and you can just tell the nuke that you should have 10 step per frame so what it's going to do for you don't get crash yeah so now you can see it has just reduced the stepping for you and there's no particles which were like I'm just gonna give you a brief idea what this as you can see this is dotted dotted frame over your like the dotted ordered particles over there is too much of spacing on them so in order to fix this thing like you're in order like nuke always have step by step or per frame so you can like only one step per frame so you can just tell the nuke to have 10 step per frame so what do you what did Connor does if you gonna just fill those gaps or you over here so right now you can see you know calm we have strictly one big one but we need them to be much more lengthy so we're gonna increase the life size much more okay more gravity I think so I don't get crash still we don't have what we need right now so what we can do and does not close this one right now we can have particle turbulence we're gonna just give turbulence in like something Y or x-axis particle turbulence so that zero zero five or more zero that I think so the value must be really small zero zero zero five yes increase the size let's check okay the turbulence created this mesh for us I don't think so this is going to walk too much for us let us check no I don't think so this will work you can change the strength you can just check yeah we were supposed to add it in Y so that we have turbulence in Y and let us reduce this size scaling and increase in X axis now you can see don't get crash now this is what we need like bigger one much bigger one and we can just like have downwards so that we have district right now here we can fill this gap in like another way as well I think so we can just take our node and we can blow this thing in height so that we fill those gap easily yeah much better we can increase the multiplier size yes so we need to add now distortion like heat is kind of thing so that there are seriously going straight and we need them to have a like certain kind of this kind of direction so in order to do that what we're gonna do we're gonna take P X s again distort now we have to take noise this is our image this is our noise this is our distortion actually and we're gonna increase the size now you can see this is the distortion we needed that the raindrops are going like this which is gonna have slightly yeah this much is fine for us okay we're gonna merge this as well over you same thing you are going to do with this as well add a slightly turbulence on them so their turbulence or this kind of distortion so that they feel like raindrops going downwards but now you can see that when the droplet forms the they are bigger at the bottom and then they are smaller at the top so in order to do that we need particles curve we can take this particle curve save your script every time whenever you're comping particles doing our end young particles it can get crunch and it won't open afterwards so so if you have taken particle curved so what we are supposed to do we are just supposed to apply them on a size not on RGB or a mask so we just go we'll go over here in size and you can see this is a curve actually so what we are doing we are taking this curve downwards the compass getting heavy don't get crash okay meanwhile I'll just check this one I think that got crash let me pause our video it's gonna crash hang on unfortunately I am NOT able to like apply particle curve my nucleus condition continuously getting crash still we can work we have what we need so you can see we have this comb there is less distortion on oh yeah okay I'm being remodeled okay the alpha is not getting affected in our pxf distort that's why everything was looking straight what you are supposed to do we are just changing we got just gonna change our channel to our GPA okay so now yeah however alpha as well as getting affected so now you can see we have certainly raindrops going downwards we're gonna change this screen so that we have this first thing or have bright raindrop then I'm just gonna take a merge node again I'm just gonna have this again and I'm just gonna shoot on this visibility right now okay so we have this and a BG is a particularly actually I think so too much contrast rillette lose some contrast increase gamma so that we lose contrast okay and that is slightly this yes we're gonna lose some light particularly like this and we can have some yeah we can add rain as well behind them and something is it's raining or it it is not nature oh yeah right now I'm just gonna quickly render this one so that we can have our final output so now you can see I have just rendered the raindrops water droplets which are going downwards like this okay so we need to compute I definitely slightly more much better like to make it more look more realistic so what I'm going to do first thing we need to make like the window needs to be like slightly frozen like the they must be like moist or on it so I'm gonna take a noise and I'm just gonna add it over here slightly yes I think so this is okay yeah this okay and now we can see that the textures are really quite sharp right now here so we need to blur those textures like this one so I'm going to take a blur node I'm going to blur it after pxf distort like this just hold for a second I'm gonna take a blur node and I'm just going to blur this so now you can see we have much more better texture right now here and we can slightly implore it more the edges I'm gonna clamp it alpha must be always clamp so that you don't face such kind of artifacts it was due to that only so now we have like certain Bell certainly much better calm we're gonna have now I had those slightly less light on this no no calm so what I'm gonna do take this increase the light oh this is too much Oh slightly so that our shot is much well balanced okay now the dogs are too deep I can take control of this I'm gonna just input this mask over here and slightly I can lift the blacks like this okay now we can add a vignette so vignette it's like the filter of you might have used it on Instagram or somewhere else so what I'm gonna do for that take a route oh okay circle like this I'm gonna have this mask over here and invert this invert the mask now you can see we have this we want to blur it to like something 300 or something 400 it's okay now we're gonna add some contrast like this or saturation slightly you know calm so we have our raindrops okay so the best thing about this is like disco this way of comping the rain drop is that you can change the whatever you made you born behind right now so it's like if I sorry I will take this too like this one oh yeah this is all this is gonna automatically get calm without any hesitation like though like much less tweak for us you can just change your vg1 the way you want and we can just slightly play over you what the rain drop would be over there you just gonna like I have everything you need so thank you guys for watching my video if you have any queries or doubt go and you can ask me in the comments or you can reach me out on Instagram or LinkedIn and please do subscribe to my channel thank you guys
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Channel: Vishalvfx
Views: 12,693
Rating: undefined out of 5
Keywords: nuke, particle, raindrops, vfx, compositing, sfx, nukeparticle, nuke comp
Id: yMxaR4HZN6w
Channel Id: undefined
Length: 35min 11sec (2111 seconds)
Published: Sat Jun 13 2020
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