Forum: Bryce


Subject: how do you make something look wet?

darkpoodle opened this issue on Apr 13, 2003 ยท 10 posts


darkpoodle posted Sun, 13 April 2003 at 11:26 PM

i've seen a number of pictures (one just posted today by ia-du-lin), that have objects with surfaces that glisten as though they were wet. there is probably (hopefully) an embarrassingly easy way to do this in bryce, but i can't figure it out or find any info in the book. i'm still fairly new to this. although i've had bryce for a few years now, i've only recently really tried to do anything with it. any help is greatly appreciated. thanx.


Innovator posted Sun, 13 April 2003 at 11:32 PM

easiest way I can think of is to apply a texture that is wet, that is what I would do


FWTempest posted Mon, 14 April 2003 at 12:49 AM

lots of specularity... sometimes I've duplicated the object in question, enlarged it very slightly and given it a glassy material, to make it appear wet.


AgentSmith posted Mon, 14 April 2003 at 1:43 AM

Yup, that can work quite well. Also, It all depends on the material, since not all mats react the same. But I will take whatever mat I want to look wet, crank the reflection to 100%, and then start taking down the diffusion and ambience to try and match it's original "brightness", that it had before I maxed out the reflection. And, also max out the specularity to 100%, or whatever looks the best. If that doesn't look as well as you want, there is also the tehnique FWTempest is mentioning. Or, use both techniques in conjunction. AgentSmith

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AgentSmith posted Mon, 14 April 2003 at 2:02 AM

Sorry, went a little far in those instructions... *Try setting the reflection to around 75% instead of 100% *Also, max out the Metallicity to 100% (very important) -this will help bring back the diffusion lost by lots of reflection) AS

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darkpoodle posted Mon, 14 April 2003 at 7:06 AM

thanks for the tips. i've played around with those settings a little this morning, and i'm getting a much better result.


Doublecrash posted Mon, 14 April 2003 at 8:44 AM

You can also try to make the reflection and specularity driven by another texture in the same material. I found the "clouds" preset to be great in this sense. It makes a very good "splotchy-pools-after-a-rain" effect. Stefano


FWTempest posted Mon, 14 April 2003 at 11:39 PM

cool tips, AS and DC, I'll have to keep those in mind


Phantast posted Tue, 15 April 2003 at 5:00 AM

You can also get beads of moisture by creating a spotty procedural and using it for bump and specularity.


alvinylaya posted Wed, 16 April 2003 at 2:33 PM

I think it depends also on how close the object is to the comera. I'd just postwork it. hehehe