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Realistic Rain Drop VFX in DaVinci Resolve

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Technology

Tech/Workflow Summary: Realistic Rain Drop VFX in DaVinci Resolve (Fusion)

Goal / Approach

Create a dynamic, realistic raindrop effect in Fusion using:

  • A particle system (P emitter + P render) for falling drops/streaks
  • Procedural textures (Fast Noise + expressions) for static raindrops on glass
  • Bump/displacement + lens blur to convert a 2D rain texture into believable depth and optical softness

Emphasize correct color pipeline handling: Fusion nodes should operate in linear color, while the viewer can preview in Rec.709.


1) Color Management (Linear workflow inside Fusion)

  1. Convert the clip to a Fusion clip.
  2. Add Shift/Space → Gamut to convert the source into linear (e.g., Rec.709 scene → linear).
  3. For correct preview, use the Viewer’s Gamut view L:
    • Set output/view space to Rec.709 scene to match expected appearance.
    • Avoid applying the Rec.709 transform twice, or the result will look incorrect (too bright/dark).
  4. Save these settings using Save Default so you don’t repeat the setup.

Key concept: Nodes work in linear, but the viewer can display in Rec.709 for sanity and consistent lighting/reflection accuracy.


2) Raindrop Texture Design (particle map base)

  • Start with a Background node:
    • Set Color = white
    • Disable Auto resolution
    • Scale down to create a thin, streak-oriented texture
  • Use masks:
    • An Ellipse mask feeding into Background (often full coverage, then softened)
    • A Raise node for the trail/streak:
      • Configure center (0.5) and Y (e.g., -50) to create a straight upward ray/streak
      • Tweak decay/weight/exposure to control length and brightness
    • Add a rectangle mask to control streak width and soften edges

3) Particle System Setup (P emitter + P render)

Core nodes

  • Create a P emitter and connect to a P render node.
  • Set P render output to 2D.
  • In P emitter → Style:
    • Set Style = bitmap
    • Plug the Raise output into the bitmap/texture slot so each particle uses the raindrop streak.

Appearance/performance controls

  • Set particle size (e.g., size = 1).
  • Add Shift/Space → Scale after to scale by resolution (e.g., slider around 0.5) to avoid high-res particle costs.
  • Add size variance for natural variation.

Spawn/fall behavior

  • Conditions → number: about 3 particles per frame (kept low for control)
  • Region: a rectangle spawn line
    • width ~1, height ~0
    • extend beyond frame (e.g., ~1.3)
  • Controls → velocity: gravity-like fall
    • angle = 90
    • tweak velocity as needed
  • Add velocity variance so drops don’t all move identically.

Prevent drops from disappearing too early

  • Increase lifetime from ~100 to ~160 frames.

Ensure particles exist immediately

  • Enable pregenerate frames (e.g., 50–80) so the particle field is populated during playback.

Overall realism scale adjustment

  • Reduce emitter size for realism (e.g., set particle scale to 0.15 instead of 3, when desired).

4) Static Raindrops on the Window (Fast Noise based mask)

  • Duplicate/paste and add more “stuck to glass” droplets using:
    • Fast Noise (tune scale, contrast, brightness)
  • Avoid overly flat “all white” regions by adjusting contrast/brightness and adding texture detail.
  • Add subtle motion:
    • Use Expression on Y position: subtract time, divide by 5000 (very subtle gravity-like drift)
  • Prevent negative/invalid values:
    • Add Brightness/Contrast with alpha enabled and clip black values
    • This prevents artifacts from values below 0 (e.g., negative edge coordinates)

5) Animate & Distort Rain Paths (Displace + displacement texture)

  • Combine rain layers into a merged particle map (merge).
  • Add Shift/Space → Displace:
    • Drive displacement with another Fast Noise
    • Set displacement to X and Y
    • Adjust X refraction (around 0.5)
    • Keep X offset = 0 to reduce drifting
  • Refine displacement noise amount/scale to bend naturally without extreme stretching/splitting.

6) Turn Texture into 3D-ish Depth (Bump Map + Displace)

  1. Convert displacement output to a Bump Map:
    • Use Create Bump Map node
    • Set height scale (e.g., ~4) for visibility
  2. Apply via Displace:
    • Plug bump map into the foreground input of Displace
    • Type = X and Y
    • Use offsets (e.g., X offset ~0.5, Y similar)
    • Use stronger offsets for impact (e.g., X/Y refraction around ±1.5, depending on direction)

7) Optical Realism: Lens Blur, Lighting, Smoothing

Lens blur

  • Add lens blur for realistic optical softness:
    • Prefer Lens Blur (Studio-only) for performance
    • If using a free alternative: Defocus
  • Add Brightness/Contrast before lens blur to control background brightness/gain.

Shadow/interaction from bump/displace

  • Use light shading settings:
    • Set light channel to Luma (black/white only) rather than color channels
    • Adjust light power and angle subtly

Cleanup harsh edges

  • Increase spread to smooth edges.
  • Optionally add slight blur after bump/displace to reduce jaggedness (don’t overdo, or it gets muddy).

8) Raindrops-Only Pass / Masking Output

  • Create a raindrops-only version by using the displacement texture as a mask:
    • Plug it into the displace mask input
    • Multiply by mask so the background disappears where the mask is black
    • Tune low/high thresholds so droplets remain visible

9) Fun customization: text-reactive rain

  • Workflow concept: add text before lens blur
  • The rain effect updates to reflect the text, implying the rain displacement/lens blur is applied after text compositing.
  • Add glow and color corrector for neon/graphic styles.

Speaker / Source (from subtitles)

  • Primary speaker: the tutorial creator (subtitles reference their “Editor collection / Editor titles packs” and “Fusion Friday series”; name not explicitly stated)
  • Video source: YouTube video titled “Realistic Rain Drop VFX in DaVinci Resolve”

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