So basically the title. I’ve had a hard time figuring out how to get natural looking water droplets on skin like seen in the image? Also would there be any way to apply the droplets to only specific parts of the skin? Thank you for taking the time to read my question!
Personally I would do those in 3D. But that depends on the art style, the level of detail needed… in 3D I’d simply scatter spheroids and shade them with a mix of glossy and refraction with an IOR around 1.33, that of water. (https://pixelandpoly.com/ior.html)
If done directly in the material, I’d try remapping a Voronoi (distance output) to cutoff the lower values, then remap that again with a float curve to a kind of circle arc (approximating the profile of a droplet). This will give you a gradient that can be fed into a bump node, and connected to the clearcoat normal. The same Voronoi can be remapped to a constant value to create the mask for the clearcoat.
The issue with a 2D approach is you might not get the same effect as in your reference picture, where droplets are visible beyond the shadow terminator (because they actually have some volume).
Hi there and welcome to Blender Artists
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I agree with what @Hadriscus said, you could use geometry nodes to scatter the spheroids, you could set it up so that you can use a vertex or weight paint to control the scattering.
The “only non-spherical-waterdroplet-generator” so far i have seen (but not really tried
) i this free “Tiling Water Droplets Normal Map” generator
