Wet Face Fail!
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Wet Face Fail. OK, I created a Geoshell & turned off all the shell portions except the face & lips, added the UeberiRay Water Shader, added a Surfaces Cutout Opacity water droplet mask and adjusted the surfaces perameters as outline in this tutorial
http://thinkdrawart.com/how-to-get-wet-skin-in-iray
and 10 hours later she looks like the tinman after being oiled.
What's wrong here? My cutout opacity map maybe (it was a freebie found via a google search)?
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waterdrops008.jpg
800 x 800 - 118K
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Geoshell with UeberiRay Water Shader.png
493 x 503 - 557K
Post edited by nonesuch00 on
Comments
The opacity map is going to leave some of the shell visible everywhere, and also has shading on the drops. You want a simple black (dry) and white (wet) map, aside from the antialiasing.
Ah, I thought it might of been a grey scale problem when posting this message. Thanks
Hmmm....OK. I've turn the RGB to a png bitmap and am not sure if it correct yet. The white is water of the bitmap and the black I thought was supposed to be clear part of the bitmap and it is in preview mode but not render mode. I am using a geoshell with only the face & head visible and the offset distance 0.001. I have cutout opacity set to 1.00 and have UberiRay converted the 3DL Plastic geoshell surfaces to iRay surfaces and changed no other GeoShell surface property.
Thanks.
Hmmm....OK. It seems DAZ Studio Beta 4.9.4.144 has changed the way Cutout Opacity Maps work. There is a second slot for another map right under the slot for the Cutout Opacity Map called Displacement Map and I just on a hunch put the same map I have in my Cutout Opacity Map slot there and the black disappears leaving only milk.Importantly though the displacement strength can't be too small.
So now my problem is my map doesn't make for a very convincing 'Got Milk?' commercial (see the Platinum Club bi-weekly freebie contest for the milking accessories freebies) so I'll have to paint my own I guess in PS Essentials 9 or Gimp.
Thanks.
What are the other material settings?
Displacement has always been there.
Really? I didn't need to use a displacement map before but I'll trust you experience more than mine.
I have added Transluncency Color, Glossy Layered Weight (Scatter & Transmit for it as liquids seems to often do), Glossy Reflectivity too. Don't really know how that will look yet. I will go through ShibaShake's Wet Surface tutorial again and apply the same settings for the GeoShell or I will reapply the volumetric milk from MEC4D (although that seems 'grey water and not milk when it first starts rendering maybe with the paint splat it will look more like milk)
I found the biggest improvement is using the bitmap cutout map in combination with the grey scale displacement map as that gives the milk a look of volume.
My task now is to very pickily create a cutout pixel by pixel and not via Gimp or PS Essential Color Picker or Magic Wand so that the cutout alines very nicely with the paint splat image I googled.
Thanks
The displacement map might have fixed it because it made the geoshell get displaced into the head which hides all those black parts since they are now inside her face. If that is the case, that is a really REALLY bad workaround.
No, the problem was that I needed a cutout mask, black & white, that is only 2 bits in depth, so a bitmap. Then in the other displacement map slot the actual greyscale image used to simulate milk.
However, the image I found and used to create those was too low of a resolution and so had much antialiasing to make the border between the 'milk' and the background smooth and unpixelated and so once I editing out all the antialiasing pixels so I just went back to using a slime prop from Laticis Imagery I downloaded on DeviantArt.