Forum: Poser - OFFICIAL


Subject: Makin' Sweat (or that "wet look") in P5 - How I did it

PabloS opened this issue on Dec 15, 2002 ยท 9 posts


PabloS posted Sun, 15 December 2002 at 11:13 AM

I've been playing around in the material room trying to come up with a decent wet effect. I'm not actually happy with this render but believe the effect is just close to what I was trying to achive. Thanks to Nance, Kiera, and others, for tips that pointed me in this direction. In the end, it actually turned out to be rather simple. - Add noise to gradient bump, set to 0.1 to 0.15 - Specular color to grey (RGB = 115, 115, 115)

Dave-So posted Sun, 15 December 2002 at 11:44 AM

Looking good :)

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



Patricia posted Sun, 15 December 2002 at 1:16 PM

Except for the Amazing Gravity-Defying Boobs, that's quite good ;)


Little_Dragon posted Sun, 15 December 2002 at 4:56 PM

I recently used a combination of displacement mapping, specular highlights, and reflection mapping to create "water droplets".

Only the rain is postwork.



PabloS posted Sun, 15 December 2002 at 6:20 PM

LD, Is it possible to post your displacement map here? (or a small part of it) I'm having a hard time visualizing how it should look to do the drops.


Little_Dragon posted Sun, 15 December 2002 at 9:31 PM

The displacement map was simply a random splattering of small white spots on a black background. I used VDL's [free Snowflake filter](http://www.v-d-l.com/) in Paint Shop Pro to create the map. I plugged the same map into the Highlight_Value and Reflection_Value channels.

I've recreated the settings in Poser and taken a snapshot, which is posted above. This time, it was Victoria's turn to get wet.

I used a relatively small displacement map and tiled it by adjusting the U_Scale and V_Scale values. Leave the Displacement strength at a low setting like 0.2. For reflections and highlights, the map acts as a mask; the effects only appear on the displaced spots.



Little_Dragon posted Sun, 15 December 2002 at 9:34 PM

Correction ... that should read "I plugged the same map into the Specular_Value and Reflection_Value channels."

My apologies.



PabloS posted Sun, 15 December 2002 at 11:29 PM

Thanks LD! That's more than I asked for but much appreciated!


bloodsong posted Mon, 16 December 2002 at 7:19 AM

oh, an image map! and here, i've been trying to get the p5 procedural things to do it.