Video summary
Realistic Rain Drop VFX in DaVinci Resolve
Main summary
Key takeaways
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)
- Convert the clip to a Fusion clip.
- Add Shift/Space → Gamut to convert the source into linear (e.g., Rec.709 scene → linear).
- 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).
- 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)
- Convert displacement output to a Bump Map:
- Use Create Bump Map node
- Set height scale (e.g., ~4) for visibility
- 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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