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Thread: Animating Tears

  1. #1
    Motorball Champion thekho's Avatar
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    Animating Tears

    Hi all.

    I want to create like the reference (see pic) but I tried to do the method. I can't get it. I'm also not expert at particle fx. So, I wonder if any of you know how to use it. By the way, I'm using LW 2015.

    I appreciate it.

    Cheers

    Keddy
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    Last edited by thekho; 03-10-2020 at 08:24 AM.

  2. #2
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  3. #3
    Electron wrangler jwiede's Avatar
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    It also depends on whether you need to do any subsequent liquid effects with the tears. Liquid systems offer the notion of "wet maps" (a type of history buffer) which track the regions where liquid has been (and how recently), so you can use those to alter texturing to make it appear surface liquid is still present (or at least that the surface is still "wet").

    If you need to do anything liquid-like with the tears after they roll down the face, then you might want to look into a proper liquid sim with wet map support (and then use the wet maps to affect the facial surfacing).
    John W.
    LW2015.3UB/2019.1.5 on MacPro(12C/24T/10.13.6),64GB RAM, NV 980ti

  4. #4

    yep, several ways...

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  5. #5
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    Here's a sample scene to play with. I don't have time to fine-tune it or write it up but be sure to look for all the Gradient Textures in the emitter and HVs panel!

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    ParticleFX_TearsOnFace_MovingEmitter_2.mov MOV file

    mTp
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  6. #6

    hey, mighty nice...  


    reminds me a bit of this LW8 Vaughan one, Sweat Technique

    Last edited by erikals; 03-12-2020 at 02:21 PM.
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  7. #7
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    Thanks! I didn't use the Sticky Collision surface to route the original emitter as in the tutorial, but instead hand animated it down. The emitter sprays particles toward the "cheek" which stick to it, using Explosion to spread them around (sort of) to simulate the fine roughness of skin. The Z-stretch on the HVs flattens out by Particle Age, although I've done the same using Particle Speed so when the particles stop on the "cheek" they'll flatten in Z. Another Gradient layer on Particle Age gives the teardrop some volume.

    As expected with clear liquids / surfaces, the environment / reflections are required to get the transparent HVs to show up, thus the SoftBox object.

    In this setup I defined the cheek object as Shadow Density (i.e. a shadow catcher) with Front Projection, but I should've just made it the full size of the backdrop image and shaped it with Magnet for the cheek to allow the shadow of the teardrop & flattened particles to appear in the render.

    Anyway, just babbling - gotta run.

    mTp

  8. #8

  9. #9
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    Quote Originally Posted by prometheus View Post
    good work there MonroePoteet.
    No real refraction going on though.
    Huh. A prior incarnation of the scene / render (with a poorly animated teardrop path) does have the refraction:

    ParticleFX_TearsOnFace_MovingEmitter.mov

    I think I mucked with the FastFresnel shader, since in the xxx_2 incarnation it appears to have been disabled and the Transparency is 0.0 and I didn't turn it back on. Don't have time to mess with it.

    mTp

  10. #10

    it's certainly refraction, yup

    nice work!  
    Last edited by erikals; 03-13-2020 at 05:52 AM.
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  11. #11
    Motorball Champion thekho's Avatar
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    Hey all!

    Sorry for didn't reply earlier, because I was busy.

    Wow for all your reply about it. I appreciate it.

    MonroePoteet - Excellent! That's what I want. Thanks for the scene, I will be study your scene for how to use it. Owe you a pint for your brilliant help!

    Erikals - Great link for blood drop trail. And of course I did remember that, I have Vaughan's Sweat Technique somewhere on my hard drive. Cheers for remind me.

  12. #12

    Wow for all your reply about it. I appreciate it.
    this is the LightWave forum,,,  

    u welcome!  
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