Tutorial 8 | Condensation on a bottle



This tutorial will challenge us to create condensation on a beer bottle using mograph. The mograph module in this situation will be used to take random water droplets and “paint” them onto the surface of our bottle geometry. Fortunately, we don’t need to create the bottle or our water droplets. Click on the “CLICK HERE TO DOWNLOAD THE START FILE FOR THE CONDENSATION ON A BOTTLE TUTORIAL!” above and let’s start building an awesome glass of RenderReady lager, ultra-thick and completely awesome.

Let’s go over the basic structure of the beer bottle start file. We have 5 lights which we can keep turned off until we initiate our final render. We have a folder called water droplets, which contains 12 unique water droplets which will be applied to our cloner object. We have our floor and sky object, which the sky object will need an HDR image applied to create a cool looking reflection off of the glass. Finally, we have the bottle object. In the bottle object there is the top label and bottom label where we will place our sweet looking RenderReady lager graphics. There is the bottle geometry for cloner, which is required to attach our droplets to using mograph. Finally, there is the beer bottle, which is a bunch of circle splines joined together by a loft nurb.

Let’s start this tutorial by creating our beer bottle glass material. Go to materials, select file, and add new material and rename it “bottle glass”.  Drop it on to the beer bottle geometry material tag.  In the basic tab, the properties we will turn on are color, reflection, specular, transparency, bump and specular color. In the color channel, let’s set it to black. In the transparency channel, we will use the following settings:

Brightness = 70%
Absorbtion Color = R:255, G:203, B:140
Absorption Distance = 45

The absorption color is really cool.  What it does is imitates the way colored water reacts, where the less dense the water is, the clearer it gets, but as it gets thicker, it also changes color.  This is great for our beer bottle, where we want the color of the brown color to be stronger in the center of the glass but less intense on the sides.

For the reflection channel, let’s keep it at 100% but change the texture to fresnel.  Fresnel will change the reflectivity of the glass where the more angled the object becomes, the greater the reflection, but the more perpendicular the geometry is to the camera, the less intense the refleciton.

In the bump channel, click on the arrow and choose layer.  Similar to photoshop, we will ad multiple layers to our bump channel to create small misty water droplets as well as our water streaks, almost exactly the same to Tutorial 7 | Can Condensation.  Inside the layer, let’s create our first noise channel.  Select shader and then choose noise.  Use the following settings to create the first layer of our bump channel:

Noise = Naki
Octaves = 1
Global Scale = 20%
Low Clip = 49%
Contrast = 20%

The second of the two bump channels will use these settings:

Noise = Blistered Turbulence
Octaves = 5
Global Scale = 10%
Low Clip = 50%
Contrast = 60%

Set the mode of the second noise channel to Add and reduce the opacity to 66%.  This will give you a bunch of large and tiny dots which will be the bump map misty droplets.  But though this looks cool, we need to add some water streaks to our bump map.  To do this, click on shader, surfaces, and choose tiles.  In the tile shader attributes, use the following settings:

Grout color = black
Tiles color 1 & 2 = white
Pattern = lines 1
Grout width = 30%
Bevel width = 30%
Orientation = V
U Scale = 200%

This will create a pattern that looks like a NFL referee’s shirt.  Set the tiles layer below the first noise channel and turn the mode to layer mask.  Copy the tiles channel by right clicking and select copy channel.  Then add a color layer through shader and right click/paste channel.  Set it below the second noise channel and set it to layer mask as well.  Your bump channel should now have streaks of the bump channel masked.  Unfortunately, the lines are perfect, which is not how they are in real life.  They need some distortion, so in effect, add distortion to the top of the channel.  Set the strength to 10% and you should be set.

In the specular channel, set the mode to metal with a width of 46%, height of 100% and a falloff of 12%.  Finally, set the specular color to a soft yellow color and the bottle texture should be complete.  Take that material and drop it onto the beer bottle tag.  In the texture tag attributes, turn the Length U & V to 25%.  Now go grab a beer and as you drink, look at the similarities between your glass and your 3D material texture.  Congrats, now let’s move forward.

Now let’s go to mograph and choose cloner.  Open up the water droplets null and grab all 12 droplets and put it underneath the cloner object.  This will create the clones in a straight line, but that’s not what we want.  We want to have our droplets wrap around our bottle geometry.  In the cloner object under the object tab, switch the mode from linear to object.  Then drag the water droplet object into the object field.  The water droplet object is an invisible duplicate of the bottle, and this should place those water droplets randomly along the geometry of this bottle.  For distribution, select surface for a more even dispersion.  Finally, increase your count to 500 and keep in mind, if you don’t like the way the water droplets are placed, you can adjust the seed to get a different placement.  Turn on the Render Instances switch so your rendering goes a lot faster.

Though this looks good, we need to randomize the droplets, which is super easy to do with the random effector.  Select the cloner object and in mograph under effectors, choose random.  In the parameter tab, under transform, turn off position so all the water droplets stay attached to the bottle.  In scale, choose uniform scale and set it to .33, so all your droplets will adjust in size.  You can also adjust the rotation of B to whatever you like to add more variety.

Let’s add the material for the water droplets.  Add new material, turn on color, reflection, specular, transparency and specular color.  Use the following settings:

Color Tab/Color = black
Transparency tab/Brightness = 95%
Transparency tab/refraction = 1.3
Reflection Tab/Color = a tanish/orange
Reflection Tab/Texture = Fresnel with black set to middle of gradient
Specular/width = 10%
Specular/height = 92%
Specular Color/color = light tan

Attach the water droplet color to the water droplets cloner.  Finally, if you didn’t adjust your ambient occlusion settings yet, go to settings and turn on evaluate transparency.  This is very important.  I love ambient occlusion, but with the droplets being so small, they will basically turn black unless this is checked on.  You should also group the cloner objects under one null called water droplets, which makes good practice.

With that done, all we need to do is add the labels for our beer.  Create a new material and call it “label top”.  We will turn on the following channels: color, reflection, specular, and bump.  In the color tab, choose the three little dots after texture and in the start file in texture, choose “beerlabeltop.psd”.  You can make your own beer label top, but why?  In the reflection tab, in texture, choose fresnel.  In the bump channel, we will set the strength to 10% and in texture, choose layer.  In the layer channel, use the following settings:

Noise = naki
Global Scale = 10%
Low clip = 24%

For the noise layer, turn the transparency to 25%.  This will create a cool little bump channel on our beer label.  These are those beer labels that are not paper, but a foil.  For the specular tab, set your width to 20% and height to 89%.  This will give your label a nice shine on the highlights.  Drop this material on the “label top” geometry in the texture tag.  If you choose not to, just add the label top on but you need to make some adjustments to place the label properly with the following properties:

Projection = cylindrical
Offset V = -2.5%
Length V = 21%
Tiles V = 4.76

Let’s also create the label bottom material.  It’s pretty much exactly the same as the label top, with just a few slight adjustments.  For the color channel, in texture, set it to “beerlabel.psd”.  Turn on the alpha channel, set the texture to “beerlabel alpha.psd”.  Set this to the bottom label texture tag, but if you want to recreate that as well (just making more work for yourself), set it to the following settings:

Projection = cylindrical
Length = 50%
Offset V = 18%
Length V = 64%

All you need to do now is turn on the lights and you can render yourself a really cool beer bottle.  Keep in mind that global illumination and ambient occlusion is turned on which will increase your render times, but in all honesty, any time you use GI, AO, tons of reflections and lights with area shadows, you’re going to have long render times.

If you want to download the finished version, click at the bottom of the page.  Also, if you use the bottle for any type of advertising, I’d love to hear about it so shoot me over a link.  Hope you enjoyed this tutorial and I’ll hear from you soon.



  1. 26 July 18, 3:11pm

    Thank you for your comment!

  2. 26 July 18, 3:11pm

    Thank you for your comment!

  3. 26 July 18, 3:11pm

    Thank you!

  4. 26 July 18, 3:11pm

    I’m not sure. You may be on a newer version of C4D. The reflection areas changed R16 and above.

  5. Herman Rojas
    15 July 17, 2:35pm

    Hi, just a question…why my C4D don`t have the same material options, for example I can’t see specular or specular color

  6. Luis Delgado
    17 March 17, 12:25am

    Thanks from Costa Rica, great job!

  7. 21 April 15, 4:48pm

    I just want to thank you very mucchhh! this Tutorial was really Helpful,I’m from Africa in a country called Rwanda and I really thank you again.


  8. Jiaan
    20 November 13, 8:28am

    Thanx I used this in a Coca-Cola Promotion in South Africa

  9. Jiaan
    20 November 13, 8:00am

    Thanx, used this for a Coca-Cola Promotion here in South Africa

    it helped allot

  10. mao
    15 November 13, 11:06am

    Thank you Sir, you are a genius, and a nice guy!!!

  11. Burgess
    11 September 13, 2:05am

    This is a great tutorial.

    I actually made a lid as well, where does the lid object need to be in the heirachy to have the sprites on it too?


  12. Stefan
    21 July 13, 9:15pm

    Thanks mate, this was very helpful.
    Great tutorial!

  13. 18 April 13, 1:01pm

    […] been working with 3d modeling a little bit.  This was a pretty big breakthrough for me following a few tutorials on how to make a realistic beer bottle with a label I created.  It’s Cohoppa Ale and you can […]

  14. 20 March 13, 4:49pm

    Excellent tutorial, works brilliantly. Helped me out of a whole!

  15. Michael
    13 March 13, 12:10pm

    I couldn’t download the start file all I Got was advertisement any surveys I Tried the final version but it doesn’t open in 11.5 any chance of 11.5 version

  16. Anton
    25 February 13, 2:35pm

    Thanks, it was helpfull!

  17. ManuelG
    15 January 13, 11:20pm

    Thanks for your awesome tutorial. It’s very good!

  18. Helmut
    11 January 13, 5:53pm

    Hi Al, excellent tutorial. Just what I was looking for. Better than others you have to pay for. Thanks

  19. david sidhom
    16 December 12, 4:10pm

    Hi, great tutorial, just wondering how do you stop the label repeating on the back?

  20. Sly
    16 November 12, 3:32pm

    nice tutorial, though i keep getting a texture error with a “HDR001.hdr (HDRI 001, preset://prime.lib4d/Materials/HDRI/tex)” message

  21. 05 November 12, 5:24am

    Really enjoy your tut style over others. Well done. Please post more if you can.

  22. 08 September 12, 5:01pm

    Simple area lights. I believe two, one on the left and one on the right.

  23. Craig Smith
    07 August 12, 8:53am

    Can anybody save the start file back to 11.5? I would appreciate it!

  24. Rigato
    03 August 12, 10:46am

    Very nice! Can i ask you what a kind of light did you have used?

  25. 21 June 12, 5:54pm


  26. 20 June 12, 10:35pm

    Thank you very much – this tutorial was exactly what I needed! 🙂

  27. 11 June 12, 3:55pm

    You know, I believe R13 has SSS with standard setups, which include milk, liquid, ivory and skin. Check that out!

  28. shak
    09 June 12, 10:52am

    I really liked what i have seen , could you please do a tutorial on how to make a realistic skin render , I think this is one of the thing most people struggle to do , please do a tutorial on realistic skin and sss( subsurface scattering).
    Thank you and take care.
    Bye everybody

  29. chase
    12 May 12, 8:01pm

    Hey Al –

    I like this version of creating condesation more so than the last [Tut 7]. Though both are good tutorials. I really like your explainations. You actually “learn” about the proceedure – the Application etc etc, rather than just mimic the moves or copy what someone else does as in most tutorials. I really enjoy that about your tuts.

    btw – I’m using a Mini-110 with IE8 this time around to watch and I noticed that your site or my browser or both are not working well together. After the first project file download link – it’s one continuous link – attempting to download the final project file or go to another tutorial page via the links at the bottom opens the image viewer.
    Could be due to my rez – 1024×576 on this machine. I have access via my android and every thing is working fine on it but that is a Google Auto-resizing of the site. There is a compability issue somewhere though betwen this machines broswer and the site. Thats the only thing I can think of off the cuff.

    Thought you might like to know.
    Thanx again for the tuts – and your format – off to check out Tut 9… 😉

  30. 01 May 12, 5:24pm

    Haha, I’m pretty condensationed out. But it was really easy. Just use circles and the loft nurb.

  31. 26 April 12, 4:23pm

    dude, very clever of you!-great tutorial. You are very talented, and a wonderful teacher, thanks, CZ

  32. Bob
    22 April 12, 12:21pm

    Great tutorial. Would have been nice to have learnt how to create the bottle itself also. Any chance of a prequel?!

  33. 21 March 12, 10:03pm

    In your noise texture under “noise”, it’s like the 15th one down.

  34. Jack
    20 March 12, 12:36am

    I can’t find the Naki shader anywhere! What am I doing wrong!!?

  35. Philistymon
    27 January 12, 4:29pm

    Really strong tutorial, many thanks

  36. 17 January 12, 1:44am

    Just perfect. Thank you!

  37. JAWSE
    19 November 11, 2:07am

    I must say this is a really easy to follow and descent tutorial(way to go) really realistic. The problem I have is that I’m using this tutorial for my own work to apply on my on bottle. So now I’m wondering how i should make my own “water droplet object” I have my own bottle modeled but can’t seem to figure out how to get the mapping or how i should put it.. All help is appreciated!

  38. khaledinho
    15 June 11, 11:32am

    What is the program version of the file does not open

  39. semi
    09 June 11, 1:41am

    i love thet!! Thank you so much for everything you’re doing

  40. Cam
    04 June 11, 12:50pm

    Any chance of someone saving a Cinema 4D V11.5 version on the Beer Bottle Start.c4d for me?

  41. 16 May 11, 6:59pm

    Posts like this birgthen up my day. Thanks for taking the time.

  42. 16 May 11, 3:28pm

    That’s way the betsset answer so far!

  43. 16 May 11, 2:24pm

    Glad I’ve fainlly found something I agree with!

  44. 15 May 11, 9:24pm

    You have shed a ray of sunshine into the forum. Thnkas!

  45. 15 May 11, 1:34pm

    YMMD with that anwesr! TX

  46. 15 May 11, 11:00am

    Glad I’ve finally found smoetihng I agree with!

  47. 27 April 11, 1:24pm

    Old birds are not caught with chaff.

Leave a Reply