exxe opened this issue on Feb 19, 2006 ยท 29 posts
Quest posted Mon, 20 February 2006 at 1:26 AM
Exxe, that effect is often done using a bead in the "D" channel in the material lab using specularity amongst other available options for your edification check these Renderosity posts: ABC texturing Bethie: Thanks Cys. Susan, do you have a possible suggestion about how to make a surface look wet (like it had been rained on recently) in Bryce? Susan Kitchens: The multireplicate fucntion is kinda cool. You can set a bunch of objects into a circle. Wet surfaces have smooth hot spot where light is bounced. It's called specularity. So in the Materials Composer for an object you set specularity to high Then, there's the Specular Coefficient (B2) or Specular Halo (B3D) that adjusts how pinpointed or dull the specular highlight is darker specular coefficient/halo makes for a smaller hot spot. Water, wetness should prolly get a smaller hot spot. Then add a bit of reflectivity to the mix, if the object does indeed reflect its surroundings. Susan Kitchens There are other tutorials around showing wet sand on a beach but I cant find it now but you can look around, hope this helps.