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Subject: Wet look !How do you do it?


exxe ( ) posted Sun, 19 February 2006 at 8:17 PM ยท edited Sun, 02 February 2025 at 10:09 PM

I'm trying to get my DAZ galluminus to get a wet look,kinda shinny ,like drool,specularity do'sent quite do it .What's left.


Aldaron ( ) posted Sun, 19 February 2006 at 8:18 PM

Tad bit of reflectivity.


CrazyDawg ( ) posted Sun, 19 February 2006 at 11:15 PM

now this may or may not work, try duplicating what you want to look wet. texture the duplication with a glass texture, try using standard glass. Lower the specularity on it and see how that looks. I used this way to see if i could give a road the wet surface look in an image i was messing around with..it worked fine on that.

I have opinions of my own -- strong opinions -- but I don't always agree with them.


ย 



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.


AgentSmith ( ) posted Mon, 20 February 2006 at 2:53 AM

file_327679.jpg

Anything wet needs specularity, obviously. Additionally, anything wet is reflective. So, increase your reflection. Now when you start doing that, you start losing color in your mesh, so start increasing your Metalicity. This will bring your mesh color back. As you increase those two though (reflection, metalicity), your mesh will get "brighter", so start decreasing your Diffusion and Ambient, to get the mesh back to looking like it did before, except this time (hopefully) wet looking. (as in the asphalt) AgentSmith

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


marcfx ( ) posted Mon, 20 February 2006 at 6:12 AM

Always learning.........dont ya just love this place!! Off to practice :)


Smile, your dead a long time :)


exxe ( ) posted Mon, 20 February 2006 at 10:10 AM

Thanks a million guy's!


FranOnTheEdge ( ) posted Mon, 20 February 2006 at 10:43 AM

I tried that out, thanks AS... Um... is the asphalt available somewhere? What's on the ball? It looks a bit like old bronze.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


AgentSmith ( ) posted Mon, 20 February 2006 at 4:18 PM

Sorry, the asphalt is just an image texture. An image texture I LOVE and use far too often, really, lol. It's on my list of textures to replicate in the DTE. The sphere metal...its my absolute fave metal DTE, I gave away at some point...the bronze-ish look just comes from the colored specularity. Let me; *Locate where I originally got that asphalt texture, and see if if its cool to give away. *Find the DTE metal on the sphere in my ftp, and I'll post a link. Lets make that for probably later tonight, as I'm still bouncing in and out of my place with my job today. AgentSmith

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


pidjy ( ) posted Tue, 21 February 2006 at 3:43 AM

and to get a better wet look.. you should to decrease the bump height,because when it's wet it's covered with water (or another liquid)


AgentSmith ( ) posted Tue, 21 February 2006 at 4:51 AM

Good point. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


FranOnTheEdge ( ) posted Wed, 22 February 2006 at 7:55 AM

AS, is that the Riddick Doorway metal? (I know I downloaded that but now I can't find it in Bryce) AS, any chance you could do a tutorial on how you make such lovely metals/textures in the DTE?

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


FranOnTheEdge ( ) posted Wed, 22 February 2006 at 8:38 AM ยท edited Wed, 22 February 2006 at 8:43 AM

file_327680.jpg

And AS, is there any chance of getting hold of texture number 1 by itself and texture number 2 by itself and without the lines?

Pretty please?

(as you can see, I found the Riddick doorway material)

gg (P.S. Did you get around to doing that old but clean Bronze material you were doing for me?)

Message edited on: 02/22/2006 08:43

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


AgentSmith ( ) posted Wed, 22 February 2006 at 11:55 AM

No, that's not the Riddick Door metal, but I have created a number of metals using that "Rough Metal" material as a template, so it could be close, not sure off the top of my head. I did a quickie forum tutorial on metal....some time ago...I most likely have learned more since then, lol. Lemme see if I have that in my favorites somewhere. Let me look up my riddick door source stuff, I think everything is still seperate and uploadable. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


AgentSmith ( ) posted Wed, 22 February 2006 at 12:31 PM

Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1335619

Hmmm, I found a basic forum post of mine on using image textures and making metal...out of metal.

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


AgentSmith ( ) posted Wed, 22 February 2006 at 12:37 PM

Bronze. I had found someone who had made a bronze material in ZBrush that was freaking amazing, and I busted myself trying to replicate it with no joy. Bronze is very difficult. It's metal which can be tricky. There are MANY different looks to bronze. It shows fingerprints and dirt beautifully. And, stereotypically has dark patches in its reccesses. All very difficult. (for my obssesive nature) I'll admit defeat, and dig up the bronze I had made so far, lol. It is stil lin my backed-up B5.0 directory from before my last PC crash. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


AgentSmith ( ) posted Thu, 23 February 2006 at 2:41 AM

Attached Link: link

Bronze is now posted for download. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


AgentSmith ( ) posted Thu, 23 February 2006 at 2:42 AM

The Riddick door stuff - you'll have to give me until tomorrow night, I have to finish some stuff up for a client tonight - which is due tomorrow! AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


AgentSmith ( ) posted Thu, 23 February 2006 at 9:15 PM

*That texture on arrow #1 - That's just the black part of the jpg that drives the diffuse/ambient. On the door, in the mat lab; Just take all the beads from Channel A, and put those back in the starting positions, and leave the beads that are in Channel B alone. Thats it. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


AgentSmith ( ) posted Thu, 23 February 2006 at 9:22 PM

file_327681.jpg

*That texture on arrow #2 -

If you look on the on the door, in the mat lab; what I have there is basically the same greyscale image that created the door (terrain). It's "Decal Colors" is activated, which makes the brown color show through - you can see the color if you put the Diffuse & Ambient beads under Channel A back to their starting positions.

*I use this technique a LOT, using the map that makes the terrain, back ontop of the terrain to darken in the recessed areas.

Still, here is the image with the lines removed, like you wanted ;o)

AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


FranOnTheEdge ( ) posted Thu, 23 February 2006 at 11:59 PM

Er.... I don't think that's quite what I meant. I was thinking just the coppery texture and colour - not specifically for the door model, but to use on anything else. (Why is the image so big?) Saved the metals Tut, and the bronze pack - wacked now, beddy byes

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


AgentSmith ( ) posted Fri, 24 February 2006 at 12:31 AM

The images I use for terrains are (almost) always 2048 x 2048 for very good detail. The coppery color is from...I don't think I'm explaining this correctly...just remove the A Channel image from the doors material, that's all you have to do, to have the mat you are wanting. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


FranOnTheEdge ( ) posted Fri, 24 February 2006 at 7:08 PM ยท edited Fri, 24 February 2006 at 7:12 PM

Um... that gives me the black material just fine, but not the coppery material.

Is it possible to get the coppery material on its own without the black and without the lines in the coppery material - just the coppery material with the slight bumpyness?

A coppery version of the black in other words.

(your mat images are twice the size of what I can get out of my Cannon EOS 20D - massive!) Phew! P.S. I can get a coppery colour by increasing the ambience and the diffusion - but it's very bright, not like the coppery colour that shows on the cube before you remove the ambient and diffuse from the A channel. Hmmm?

Message edited on: 02/24/2006 19:12

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


AgentSmith ( ) posted Fri, 24 February 2006 at 11:07 PM

file_327682.jpg

Okay; I removed the image in the Mal Lab, and in one instance I kept the color as it is, & saved the mat. And, in the other instance, I switched the (terra cotta) color for black, and this is what they look like in a default sky. I'll zip'em up and e-mail them out to ya! ;o) AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


FranOnTheEdge ( ) posted Sun, 26 February 2006 at 11:17 AM

Oh don't worry about the black version AS, I've got that one just fine by disabling the things you said to... Mind you... be nice to have the simple version... okay thanks AS, I'll sit here waiting then. :-) By the way, have you made any DTE tuts? Just wondering cos you're so good at the DTE.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


AgentSmith ( ) posted Sun, 26 February 2006 at 3:10 PM

I actually e-mailed you those mats as I was posting two days ago, you should have them. You didn't get them? AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


FranOnTheEdge ( ) posted Sun, 26 February 2006 at 7:15 PM

No, nothing in my inbox from you.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


AgentSmith ( ) posted Sun, 26 February 2006 at 7:37 PM

I'll try again, I'm just using the e-mail add you give in your profile. AS

Contact Me | Gallery | Freestuff | IMDB Credits | Personal Site
"I want to be what I was when I wanted to be what I am now"


FranOnTheEdge ( ) posted Tue, 28 February 2006 at 4:15 PM

Yup, got it this time... playing now.

Measure your mind's height
by the shade it casts.

Robert Browning (Paracelsus)

Fran's Freestuff

http://franontheedge.blogspot.com/

http://www.FranOnTheEdge.com


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