Tutorial 7 | Can Condensation



Let’s start this tutorial by downloading and opening up the Tutorial 7 – start file.  To create a really good looking mixture of water beads on the can, we need to first add our bump channel and then our displacement channel. Create a new texture that will be the bump map.  Set your color to black, turn off specular and turn on transparency.  Let’s use the following settings in the transparency channel:

Refraction = 2
Brightness to 95%
Fresnel Reflectivity to 35%
Blur to 4%
This will make your reflections pretty and not too sharp.

Next, turn on your bump channel on the can bump texture.  In the texture arrow, set it to “layer”.  The layer feature is much like photoshop – it will allow you to stack a bunch of different noises to create the texture you desire.  Click on the layer picture and the first thing we should do is select shader, and choose noise.  This will create our first noise layer.  Use the following settings for your first noise shader:

Noise = naki.
space = UV (2D)
global scale = 20%
Low Clip = 55%
Brightness = 19%
Contrast = 50%

Setting the space to UV(2D) helps because when you move your object around, it won’t reseed your spots on your geometry.  The adjustments of the global scale, low clip, brightness and contrast will give you the proper shader qualities for your bump..

We will now add another noise channel in the bump layer.  In your layer shader menu, add another noise channel and set your mode to add.  For this noise, use the following settings:

Noise = FBM
Global Scale = 10%
Low Clip = 46%
Brightness = 3%
Contrast = 50%

Now that we have two great looking bump shaders, we need to add the water streaks.  In “Shader”, select “tile” and these tiles are what we will use to create our water streaks.  Set your color 1 & 2 so they are white but your grout is black.  Here are the settings for you tile pattern:

Pattern = lines 1
Grout width = 10%
Bevel width = 70%
Orientation = V, or vertical

In the layer menu, add your final effect, the distort effect into your layer group.  Set the strength to 15% and scale to 50%.  Set your tiles shader to multiply and the tile lines you created should darken streaks of your bump map, which will create the water streaks on your can.

With the bump map completed, let’s create our displacement map texture.  The reason why you can’t just use a bump map is because the bump map doesn’t distort the actual geometry, only provides the texture to look like it’s being manipulated.  Sub-Polygonal displacement actually distorts the geometry, so you can see the water bubbles protruding off the edge of the can.  Create a new material and turn on only two channels, transparency and displacement.  Use the following settings for your transparency channel:

Refraction = 3
Exit Reflections = off
Fresnel Reflectivity = 25%

Next, let’s go to the displacement channel.  This is where we are going to displace, or change the actual geometry of our object based on a noise channel to get the water droplet look.  Set your displacement height to 2 (don’t want your droplets to be skyscrapers) and turn on sub-polygonal displacement, subdivision level to 3 and round your geometry.  Now for the actual displacement channel, select layer.  Inside the layer shader, choose shader and select noise.  For this noise, select the following options:

Noise = naki
Space = UV(2D)
Global Scale = 20%
Low Clip = 56%
Brightness= 25%
Contrast = 56%

Duplicate this noise channel but adjust the seed so you create more random water droplets.  Change the mode of this layer to screen and set it at 60% opacity.  Duplicate this layer again, set the global scale to 10% and lower the opacity to 40%.  This is perfect.

Now let’s create our geometry for our materials.  Copy the can object twice and rename them, one “can bump” and the other “can condensation”.  Center the axis point of your can bump and scale it in the x, y, and z simultaneously till the can bump is 201 on the x and z axis.  Do the same thing to the can condensation geometry but increase the size of x, y, and z until the x and z axis are around 203.5.  Then drop the materials we created on to those objects.  For the “can bump” material, make sure you set the material to cubic with a width of 75% and a height of 50%.

Now the top of the can is all that is left.  Copy the lid opening, cap, and cap holder, move the geometry up about 1 cm on the Y-axis.  Copy your “can bump” material and rename it “can top”.  Hide the water streaks and increase the naki noise global scale to 50%.  Then apply that texture to the lid opening, cap, and cap holder.

Turn on your lights and render a preview.  Congratulation, you just finished the can condensation tutorial.  If you decided that this was too difficult or you didn’t get the same results, click at the bottom of the page to download the complete full version of this tutorial.  Also, if you are using this for a client that will be aired, please let me know.  I’d love to show it off.  And if I find my model for sale on a 3D site, I will upload it and sell it for free.  Cause that’s how I roll.  Hope you enjoy!



  1. 15 September 17, 2:36am


  2. Linus
    08 November 14, 10:58am

    Great tutorial! Which projection do you use on the displacement tag?

  3. Diego Silva
    08 July 14, 12:33pm

    Good day,
    I’m a Brazilian student of advertising and have a job that I’ll need modeling cans of energy equal to the tutorial you did.
    Modeling, texturing and condensation I did, just that I lack this HDRI you used. Could you pass me or indicate where I do dowload HDRI used this tutorial?

    Congratulations for the tutorial! You help many people with their work.

  4. SgtPepper
    15 January 14, 3:14pm

    how much time does this take to renderits been 13 hours and its not nearly finished

    • Jiffy100
      12 June 14, 1:37am

      somethings wrong with your computer bro! mine took roughly 6 min

  5. Grey
    22 October 13, 1:42pm

    Hi,your tutorials are great but the problem is you dont realy finish them.on the bottle condensation you were suppose to take us into render tests.

  6. Helmut
    13 January 13, 4:10pm

    Hi Al, first of all your tutorials are great. Thank you.
    I have a small problem on the beginning when you make an adjustment to the HDRI:
    After dropping the HDRI to the sky, you say ‘in the texture tab click the little arrow ……
    From here is parts of the movie cut/missing. In timeline 03:13 I see editor for Hue, Saturation, lightness and others. I can’t get this window?

    • 06 March 13, 10:20pm

      Oops, looks like there was a little edit. Click on the Filter tab.

    22 October 12, 4:50pm

    HI Oliver its great to watch your tutorial

  8. 14 February 12, 1:25am

    Hi, great tutorial, i hope to see more of them =)
    I didn’t understand one thing: why do you copy and scale the object? Couldn’t you avoid it by using more than one material applied at the same object?

    • 17 March 12, 12:03am

      I think I did it because the second material was displacing the soda material in an awkward fashion. But if you know of a different way of doing it, I’d love to see it!

  9. Oliver Banasiak
    21 January 12, 5:25pm


    First of, let me congratulate you on having the most awesome tutorials on the web!

    Second; Why aren’t you working for FXPHD? 🙂

    Third; I’ve done this tutorial and I’ve used it in a personal project for my school. I’ve also taken the model into a studio rig to get a little bit different lighting. What I didn’t like was the fact the the reflections were gone from the plane/floor, so I’ve taken and made a material (studying the one in this tutorial) and made it reflective again. I just want to thank you for doing this. You sir, are a hero!

    I’m gonna upload a picture very soon, but the rendering is taking forever on my machine!

    • 22 January 12, 1:42am

      Thanks Oliver! I really appreciate your comments. Congrats on the school project. I tried about a dozen different versions of the bottle but unfortunately, some things take a lot of time. Good luck and talk to you later.

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