Aeesome technique! One thing to make it even better : put the static droplets in the volume builder too and subtract them with the animated ones so the running one "eat" the static ones, this is how it should be in real life😊 Thanks for your content, love it❤
You could've put the volume builder into a Remesh and reduce the poly count a lot, also for the droplets reduce their poly count, and then make both interact with each other and put'em on a SubD at the end.
You could create a trail vertex map (a wetmap basicly) from the droplets that run down, and then use that vertex map to delete all particles on the way, so it looks like they are being absorbed as soon as the traildrop touches them
can you be more specific please? im interested, i already tried putting the cloner onto the volume bilder to get that effect but it doesnt worked. How can i make it with a vertex map?
@@pedrogarciapintos7317 At first you animate those droplets. You then use those to draw a vertex map. With that vertex map you can control where the cloner creates droplets and where not. If you use an inverted version of that vertex map, you basicly have an "eraser". You can totally put the cloner into a volume builder for meshing the entire thing smoothe.
Hi Lukas. How can I translate those dropplets to a situation where the Can is also being used in a Cloner. I have a setup with cans next to each other and would like droplets on the cloned cans :)
Hi, im trying to do @9:28 on a round object thats subdivision surfaced. But the points just end up both up and down, and they doesnt even follow the surface, just go outside in a line
I struggle with thing that matrix or plain doesn't respect that matrices should stick to the selected object and they don't go along side on the bottom for example. Like here 11:28
I think I would use the new ridgid body system in cinema. And then make a strong attractor or make a collider that traps the droplets on the side af the can.