Rain drop close-up not realistic :( (dynamic paint)


I’m trying to make a rain close-up, but my result is not good, I can see the grid/mesh (plane subd 8 times), and when I push more the subdiv (11 times), the result si a very thin water skin, not very realistic…
:warning: The example in b&w last picture is very good, a lot of contrast and no visible mesh
Any idea how to make it better? :pray:

Does it help if you add an extra subdivision modifier after the dynamic paint?

Unfortunately not :pensive:

No way to solve this really? :hushed:

The dynamic paint ripple effect is a little hacky. You could try a fluid sim, but I’m not sure you’d run into less problems.

Perhaps if you bake your dynamic paint output to a texture, rather than directly to the geometry, you could have a bit more control over the mesh resolution, separate from the simulation resolution.

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“bake your dynamic paint output to a texure”, sounds smart! I need to try this! But how :flushed:

I tried to bake, but I have flat color, no waves :stuck_out_tongue_winking_eye:
I made this tutorial, obviously not the good one for my purpose: https://www.youtube.com/watch?v=F2hkQ9shR0Y

Watch this…it should help you…

and be sure to watch part 2 for the Particle system…

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The second one is exactly what I made, but I will look closely the first one in case there is someting for me :nerd_face:

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If you make a combination of two methods, I think it’ll be the result you want

There is also a paid add-on.

WOW this rain generator looks amazing :star_struck:

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So I tried the “rain generator”, amazing addon :+1:
but for my close-up need it is not ok :woozy_face:

So I’m trying a particle rain falling on a fluid box.
I made something wrong because the particle has no effect on the water cube :face_with_monocle:

Rain.blend (2.7 MB)

Unless we purchase the addon your download will not work for us. :man_shrugging:t4:

And its a new topic (addon not dynamic paint) so you should have started a new thread…

You are right sorry :blush:
So back to my first question, how improve quality to not have grid/mesh visible?

  • the “bake” solution seems to be legit, in “dynamic paint” there is the word “paint”, so somewhere maybe I could have/make a map, then applied the selected ones on a high-res mesh.

I googled to find how to create this but the only tutorial was not ok for my purpose, and I didn’t found another ones :no_mouth:

So I’m back to the begining :flushed:

Two videos will help.

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I tried your link, very interesting !!!
but huge memory killer, even with my RTX 3090 and AMD threadripper 3070 :crazy_face:

The “dynamic paint” option seems to be the quicker, but how to bake it, to apply it after on a high-res volume? :flushed:

I don’t have much information because it’s not a function I use myself. :sweat_smile:

Simulation requires a lot of memory and time, but it is difficult to control in the desired direction.

Yes, that’s why I’m back with the “dynamic paint” option, but I always have this f----g grid visible :face_with_symbols_over_mouth:

-How work the “dynamic paint”? It creates a black and white map somewhere and displace it?