Hi! I have been trying to figure out how to simulate some raindrops sliding on a window in 3Ds Max so I can bake out a normalmap for UDK but I have had no luck. Do you have any suggestions on how I could create a normalmap for raindrops to use inside UDK? I am trying to achieve something like this:
http://youtu.be/a3ZYBmCLfaI?t=19s
For that I guess I need 2 or 3 lerped different raindrop normalmaps which will have some distortion and a panner, I guess, and that way they will move.
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You could probably do something similar with the standard 3dsmax particle system (just not going to get some of the cooler dynamic effects you get with RealFlow). Still with a U-Deflector a Super Spray and some Drag you can throw some particles on a plane and have them run down, maybe even spawning a trail as it does. You could also hand animate the drops if you aren't familiar with particle flow.
RealFlow would solve the problem of drops running into each other, growing and shrinking as volume is lost and added, as well as the water running down the trail, thinning out and disappearing.
You could hand animate one drop/trail and copy it a few times.
That could work, the particle system has the ability to "Birth particles" over the surface of an object randomly using a "Position Object" instead of the standard Position. This gets used for all kinds of things, putting leaves on trees, scattering rocks, plants, bushes and debris bla bla bla...
You can also use object paint to scatter objects on the surface too. Then you can simulate.
I'd probably mix that with a particle system on the window though, spawning "drops" hitting the window and generating a spawn event as it slithers down the window pane for the watery trail behind it. I've done that for blood splatter sliding down the camera and it's worked really, really well.
Combining these two, the particles will help convince the viewer that the whole thing is a dynamic solution.
Anyway, thanks to all of you for your suggestions, you helped me a lot. Problem solved
if you use a superspray particle system you should be able to set the particle type to "metaparticles" These should be pretty convincing water droplets.
Or try using a blobmesh linked to particles - or any other kind of geometry.
http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-4189F2D5-62CE-43E6-8DDB-BF5FB79EB557.htm,topicNumber=d30e47119