Suggestions on how to do a wet skin shader?

harlequin-3dharlequin-3d Posts: 0
edited December 1969 in Carrara Discussion

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

Comments

  • tsaristtsarist Posts: 973
    edited December 1969

    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

  • evilproducerevilproducer Posts: 7,704
    edited December 1969

    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:

    Bikini-Car-wash-GI.jpg
    2000 x 1500 - 1M
  • harlequin-3dharlequin-3d Posts: 0
    edited February 2013

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

    Nice image evilproducer, very helpful.


    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?

    Post edited by harlequin-3d on
  • evilproducerevilproducer Posts: 7,704
    edited December 1969

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

    Nice image evilproducer, very helpful.


    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.

  • evilproducerevilproducer Posts: 7,704
    edited December 1969

    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.

  • evilproducerevilproducer Posts: 7,704
    edited February 2013

    This is another example of the wet map. Ignore the hair- I'm still working on it. ;-)

    pool_sample.jpg
    600 x 800 - 216K
    Post edited by evilproducer on
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