The tree branch of the specular component of the water droplet, remember, its just a component of the leaf surface.It consists of the spec(cook torrance), reflection, and refraction. None of it ray traced, but requires an hdri environment map, for this example, find a map thats green on the bottom, with cool fill light, and warm key.
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First let us define the shape and pattern of the droplet. We'll use a circle shape node, with a fuzz of 4. Connect to a float spline to define the profile of the droplet, as demonstrated on the left. Use a tile manifold node, where we can adjust the frequency and jitter, and under the manifold of tile, lets warp the ST a little to give it a more irregular look.
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I also multiply the above with this function, which is that every point thats flat or less than x angle is white, while everything thats steep and greater than x angle is black. Using the dot product between the vector that points in the world y direction and the normal, we get the cosine of the angle.
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The key to the droplet is here, we displace the point on surface for this specular component by adding the above to p.
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The rest is pretty straightforward, be sure to mask out the droplet on both the refraction and
spec. I also connected "diffuse>colortogray" to the refraction intensity to control the shadow side of the leaf droplet. Otherwise it'll be too bright, on further thought, I probably should do the same to the spec component as a precautionary measure.
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Note 1: One problem I have encountered is when the leafs are animated, the angle cut off is too sharp, one possible solution is simply to bake in the position of the droplets into a texture. Anything more complex, for example, droplet falling off the leaf would be better dealt with in FX.
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