bagginsbill opened this issue on May 08, 2012 · 147 posts
bagginsbill posted Sun, 03 June 2012 at 12:16 PM
The wet and dry can be done in the same shader, starting with the wet one.
You only need something to modulate certain values. A gray-scale map of 0 (black) for dry, 1 (white) for wet is an option. Depending on the object, so is using coordinates - possible V or Y. Whatever you're using to modulate, if wetness is that thing then:
Diffuse_Value = .8 - .65 * wetness
Reflectivity = 1 * wetness
Bump = .01 inch * wetness * FractalSum(.5, .5, .5, 3, 0, .5, .93)
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