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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2024 Dec 17 11:57 am)

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Subject: Wet skin using Superfly engine


DocMatter ( ) posted Sun, 03 November 2019 at 4:29 PM · edited Mon, 23 December 2024 at 11:56 AM

I've used several wet skin textures from different vendors, but the only seem to work with the Firefly engine. I also found a tutorial to simulate wet sin using the spot node in the specular channel, but again it only works in Firefly.
Since I'm currently using Superfly for all my renders, has anyone had any luck creating a wet skin in Superfly? I've tried playing with the specular channel, the bump and displacement channels, even tried a little with the metal and emission channels, but all I get is shiny with no realism. Any help would be greatly appreciated.


DocMatter ( ) posted Sun, 03 November 2019 at 5:26 PM

I should also point out that I'm on a Mac.


an0malaus ( ) posted Sun, 03 November 2019 at 5:48 PM · edited Sun, 03 November 2019 at 5:48 PM

Without the ability to use microfacet displacement in SuperFly to give appropriate definition to water droplets on skin, the only meaningful option currently available is subdivision of the figure. However, high poly figures may not take many levels of subdivision before Poser gets overloaded, though you can separately regulate the preview and render subdivision levels, which will help while posing the figure.

Layers may provide the most streamlined method of applying a water droplet effect, without having to modify the base skin shader.

These posts from the SM Forum show where my SF shader was up to, and how much it lacks without microfacet displacement. Post your SuperFly Renders & Post your SuperFly Renders

This discussion between masters of the node provides a lot of relevant information and quite impressive results: Water drops on a surface - suggestions appreciated. I hope it's OK to repost ghostship's image from there 1496112840812-wet-skin-1.jpeg

I'm also on a Mac, and in the main, have found no significant differences between platforms when rendering.



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DocMatter ( ) posted Wed, 06 November 2019 at 3:50 PM · edited Wed, 06 November 2019 at 3:51 PM

Thanks! That forum answered a lot of my questions and gave me something to try. Unfortunately, it had some weird side-effects.
I applied the layer described in the forum and got great results in the render, but the preview looks very, very weird. See the attached pic. Anyone have any ideas what's going on here? BTW: the figures aren't really naked, their clothes just aren't showing up in the preview. Screen Shot 2019-11-06 at 3.47.02 PM.png


Keith ( ) posted Wed, 06 November 2019 at 8:19 PM

Just as a reference, skin does not look "wet" (no bright specular or reflection) while under water.



DocMatter ( ) posted Wed, 06 November 2019 at 10:02 PM

I understand that, but my images are of the characters out of the water. I didn't expect or want the effect to be visible under water.
What I need now is to figure out why the preview image looks so weird.


bwldrd ( ) posted Thu, 07 November 2019 at 5:47 AM

I'm not sure, but I don't believe the preview displays layers, I believe they are only supported in superflly.

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Consider me insane if you wish, but is your reality any better?


an0malaus ( ) posted Thu, 07 November 2019 at 6:03 AM

That's right, Poser cannot meaningfully preview layers, which is why I tend to avoid them completely and use a slaved, identical figure with a water droplet and volumetric absorption shader with caustics and refraction turned on. Simply because I need the preview to give me something that isn't complete garbage that layers present as until rendered. Often, I'll change the droplet slave figure to outline mode, so I know it's there, but it doesn't interfere until I need to render.



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DocMatter ( ) posted Thu, 07 November 2019 at 7:39 AM

an0malaus --- I would love to see how you did that!


an0malaus ( ) posted Fri, 08 November 2019 at 4:49 AM

DocMatter it may be that the hoops I chose to jump through many years ago, to overcome Poser's shortcomings at the time, are no longer completely necessary. It may be possible to use an (almost) identical figure that is simply conformed to the main figure with a normal skin shader. The primary feature which the wet skin figure needs, apart from the right shader, that is, is an inflate morph. I wrote a python script to specifically create such a morph, by specifying an offset to be applied along each vertex normal. Given that the script was written in 2005 and has had very little update since, I'll spend a little bit of time tidying it and bringing it up to my current coding standards, then post it somewhere accessible, with a link here.

Sitemail me, if you don't see it soon. 😉



My ShareCG Stuff

Verbosity: Profusely promulgating Graham's number epics of complete and utter verbiage by the metric monkey barrel.


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