Oily Skin Look
Would like to ask if it's possible to obtain an oily skin look for a characters skin?
I had a little play around, mainly with Top Coat Weight but not sure what else? See attachment.
I've also googled and youtubed and came across something called: Oily Skin Look Presets for Daz3d g8 characters on ArtStation. I wonder if it would be worth it?
Thanks in advance for peoples replies.
Post edited by n.aspros123 on

Comments
Try lowering the Rougness on any Top Coat / Glossy channels.
The lower the roughness the more shiny the material looks.
The higher the roughness the more matte the material looks.
Lower the Top Coat Roughness?
Increase or decease Top Coat weight and anything with Glossy in it?
Somehing that is less rough gets more shiny as the reflection goes in the same direction.
You can also increase reflectivity for top coat.
A quick shortcut for doing rudimentary oily/shiny skin is to decrease the Detail Normal Map surface setting if your figure materials use it. It's pretty basic, but I tend to play with it as a quick way to add some minor sheen to skin while also using the roughness settings for specularity, etc.
I'm guessing (could be completely wrong) that decreasing the Detail Normal Map setting smooths out the effective skin surface so it doesn't scatter light as much.
Lee
@felis Out of these fields that are attached which should I adjust to make the skin less rough?
Are you referring to Top Coat Weight?
@leemoon_c43b45a114 I had a look at Surfaces>Skin but could not find Detail Normal Map setting. See attachments of what is listed
I am talking primarily of Top Coat Rougness and Top Coat Relectivity.
You can also increase Top Coat Weight.
These images of G9 as default and with reduced Roughness and increased Reflectivity. I can't remeber how much I changed.
You could also lower Glossy Roughness.
If you want it more wet, you can apply a geoshell and apply a water shader to that.
I changed all what you suggest in small increments to Jill (G8F) and Leon (G9). Leon is missing some of the Glossy settings. Made a quick render. See attachment.
Most Genesis9 uses PBRSkin shader, but I don't really see any difference in dual lope settings, beside you need to enable dual lobe first.
Also remember, for something to look glossy there need to be some light to reflect.
Your second attachement where it is showing the Glossy settings? I can see that it's using a texture map to offset the 1.0 glossiness level. That texture is reducing the amount of glossy you are getting. If removing the map creates too much glossy you can just lower the amount of glossiness from 1.0 to say 0.2 and see how that works. Another setting that can help is metalicity, a 20% metalicity will give you a bit more reflective sheen and you can tweak that to taste as well. This is basically my favorite shader kit: https://www.daz3d.com/pd-iray-shader-kit-1 - between the cotton, pvc, and two levels of silk it works well as a base for most things - especially if you are converting an ancient texture to iRay. The PVC one will give you that shiny pvc look, and you can dial it down simply by reducing the metalicity.
Are you referring to Base Map? Can the value be lowered instead of being removed? Don't want to go overly glossy for the skin.
The link does not work.
Correct link https://www.daz3d.com/pd-iray-shader-kit-1
When there is an image together with a value slider, the 2 are multiplied.
He is talking about 'Glossy Layered Weight', so when there is an image it will limit how high the value goes, so by removing the image, the values will be higher.
I played around with Glossy Roughness and Top Coat Weight levels. Even changed Top Coat Layering mode for the skin. Came out like this, which is okay.
If you want it more wet, there is products such as this https://www.daz3d.com/wet-and-tanned-skins-for-genesis-8-females
Or you can add a geoshell and apply a water shader to it.
Never heard of geoshell. Where is it found and how is it applied?
Select character, and Create > New Geometry Shell.
A geoshell is a copy of the mesh with a slight offset, and has the same surface zones as the original, and you can then apply materials on top of the existing object. Often used if you want to add dirt or similar on top.