mr_red opened this issue on Oct 25, 2024 ยท 16 posts
DeeceyArt posted Fri, 25 October 2024 at 3:29 PM
For SuperFly, using the Roughness setting in either the Physical Surface node, or the Cycles Root with Principled BSDF shader will give you the wet or dry look you might want.
Black would be really glossy, and white would be really dull. A roughness of 50% (middle gray) would be a little more subdued and sort of satiny.
If you want to be more specific about where wet and dry areas are on the skin, use grayscale maps connected to the Roughness connection for each material zone. You'd need to create a map for each tile that the skin uses. For example, for Kids 4, you'd need roughness maps for head, torso, arms, and legs. Connect the texture maps to the Physical or Principled Surface node, and set the Roughness value in the material node to 1. That will use the black gray, and white values in the maps just as they are.
I'll post a sample image shortly.