Yeah, normally 
Was doing that in 3ds max, and believe me it’s much longer process than in Zbrush (modeling few droplets, setting up and rendering Zdepth…)
Main goal was to make displacement or bump map so you can use it for lather rendering
Anyway, Zbrush is “born” for that kind of jobs.
Really many ways to achieve that so just basic one, all DIY:
Initialize qgrid, set resolutions on 100 and just model droplets (sorry, sculpt droplets:D)
You can use any of simple alphas already in zbrush, but dont need them.
Just sculpt everything on low res. level so smooth subdiv. will do all the rest.
Here is sample made in 2 min, just standard, and smooth brush (added reflect mat for some preview effect) :

So something like this to make displ. map (alpha) just go to alpha -> grab doc (plane must cover whole canvas)
Depending what you want, you can sculpt on bottle, make tillable alpha, make alpha that will cover whole bottle…