How do you get a wet skin?

Hi. I'm trying to make G3 Female have a wet skin like after exercising or taking a shower.

I'm using Iray Uber Base on the skin surface, I adjusted some sliders such as Top Coat Weight, Glossy Layered Weight, etc. but nothing seems change.

I do get the skin wet by turning on Metallic Flakes Weight but it sounds weird to me as human skins are not metals.

Any suggestions?

Comments

  • Ken OBanionKen OBanion Posts: 1,447

    Do a search for 'wet body', and you'll get all of the wet-body shaders/materials for several figures.

    Here's the one specifically for the Genesis 3 Female(s): http://www.daz3d.com/genesis-3-female-s-wet-body-iray

     

  • Thanks Ken.

    So I have to buy one of them to get a wet body....

    I need to ask my wallet lol

  • mjc1016mjc1016 Posts: 15,001

    No, you don't need to buy one of the packages, you can do it yourself, if you are willing to spend the time tweaking the surface settings, painting specular maps and setting up geoshells (easier to do than try to do it all on the same 'layer' as the main surface settings). 

  • mjc1016 said:

    No, you don't need to buy one of the packages, you can do it yourself, if you are willing to spend the time tweaking the surface settings, painting specular maps and setting up geoshells (easier to do than try to do it all on the same 'layer' as the main surface settings). 

    Thanks for your advice, mjc1016.

    Geoshells seem a good start so I'll try that!

  • If you wish to do it with top coat, its a interaction between top coat weight, top coat color and top coat roughness. Weight is like amount or strength, brighter the color, less weight is needed and roughness is like a spread, higher the roughness, lower the shine because same weight is more spread out and thus weaker, less concentrated.

    So, weight 0.5 with white color and roughness 0.9 wont give you any shine, same weight with same color and 0.5 roughness (less spread, more concentrated) will give you some shine, and with roughness 0.3 it will bee shiny. Or if you like spread amount with roughness 0.5 so you dont want to lower it further, you can add to the shininess by increasing the weight or "amount".  

  • mjc1016mjc1016 Posts: 15,001

    If you wish to do it with top coat, its a interaction between top coat weight, top coat color and top coat roughness. Weight is like amount or strength, brighter the color, less weight is needed and roughness is like a spread, higher the roughness, lower the shine because same weight is more spread out and thus weaker, less concentrated.

    So, weight 0.5 with white color and roughness 0.9 wont give you any shine, same weight with same color and 0.5 roughness (less spread, more concentrated) will give you some shine, and with roughness 0.3 it will bee shiny. Or if you like spread amount with roughness 0.5 so you dont want to lower it further, you can add to the shininess by increasing the weight or "amount".  

    Geoshells make drops and such easier than the straight topcoat method. 

  • I tried geoshells and top coat method. Both gave me a shiny skin.

    With the Geoshells method, I had to get rid of the geoshells effect on cornea, mouth, etc.

    With the top coat method, I had to delete the default map otherwise I didn't get a shiny skin no matter how much I tweaked the sliders.

    So both method need adjustment somewhat but the big difference I noticed was that the rendering time with the top coat method is shorter than the geoshells.

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