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
Contact Me | Gallery |
Freestuff | IMDB
Credits | Personal
Site
"I want to be what I was
when I wanted to be what I am now"
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
Contact Me | Gallery |
Freestuff | IMDB
Credits | Personal
Site
"I want to be what I was
when I wanted to be what I am now"
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