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Suggestions on how to do a wet skin shader?
Posted: 17 February 2013 06:54 PM   [ Ignore ]
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Anybody come up with a good result for this?


P.S. Apologies as I’m sure this has been discussed before, but the search function suckith mightily

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Posted: 17 February 2013 07:23 PM   [ Ignore ]   [ # 1 ]
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You can get both of these…
http://www.daz3d.com/victoria-4-wet-maps
http://www.daz3d.com/gkd-skin-ultimate
I use these 2 items together and get good results

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Posted: 17 February 2013 07:58 PM   [ Ignore ]   [ # 2 ]
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I used this:

http://www.daz3d.com/universal-wet-maps-and-orcamaid


The only caveat, is that you have to manually load the wet map into Carrara’s Highlight shader, but they work really well. The amount of Shininess will kind of depend on your lighting. Try using the 1-100 numerical slider and start by setting it a 5%. Adjust up or down as needed.


Another thing I’ve done is used a surface replicator with really tiny spheres and a water shader. Here’s one I came up with if you’re interested:
http://www.ShareCG.com/v/38463/view/6/Texture/Carrara-Procedural-water-shader


Here’s an example of the wet maps in use, as well as the surface replicator water droplets:

 

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Bikini-Car-wash-GI.jpg
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Posted: 17 February 2013 08:39 PM   [ Ignore ]   [ # 3 ]
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Thanks for suggestions guys I’ll have to take a look at those.

Nice image evilproducer, very helpful.

evilproducer - 17 February 2013 07:58 PM

The only caveat, is that you have to manually load the wet map into Carrara’s Highlight shader, but they work really well. The amount of Shininess will kind of depend on your lighting. Try using the 1-100 numerical slider and start by setting it a 5%. Adjust up or down as needed.

Change the highlight shader to a texture map and use the wet map as the texture??


How did you do the water on the ground?

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Posted: 17 February 2013 08:48 PM   [ Ignore ]   [ # 4 ]
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harlequin-3d - 17 February 2013 08:39 PM

Thanks for suggestions guys I’ll have to take a look at those.

Nice image evilproducer, very helpful.

evilproducer - 17 February 2013 07:58 PM

The only caveat, is that you have to manually load the wet map into Carrara’s Highlight shader, but they work really well. The amount of Shininess will kind of depend on your lighting. Try using the 1-100 numerical slider and start by setting it a 5%. Adjust up or down as needed.

Change the highlight shader to a texture map and use the wet map as the texture??


How did you do the water on the ground?


Sorry. Yes, change the Highlight channel to a texture map and load the wet map into it. some people load the map into the Shininess channel as well, but since you really need it only to control the spread of the Highlight, I find a numerical slider works best.


If you want some interesting effects, you can load the texture wet map into the Highlight channel as described above, and then add a multiplier with your color of choice. The color will add a tint to the brighter areas of the texture map.

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Posted: 17 February 2013 08:54 PM   [ Ignore ]   [ # 5 ]
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Oops! Forgot the second question! The water on the ground is a spline object. It uses the same water shader as the water droplets on the bathing suits and the particle generator on the hose.

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Posted: 17 February 2013 09:15 PM   [ Ignore ]   [ # 6 ]
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This is another example of the wet map. Ignore the hair- I’m still working on it. wink

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