Forum: Poser - OFFICIAL


Subject: How do you get the sweated skin effect?

Black_Star opened this issue on Jul 27, 2006 · 23 posts


Black_Star posted Thu, 27 July 2006 at 12:57 PM

Hy there!

I was wondering how do you get the sweated skin effect?All I can achieve so far was the wet skin effect by using textures , but I know there are many ways , yet I don't know wich...

What I want to achieve is an appealing look of the skin in close to medium renders.I don't want the wet skin effect , but the sweated skin effect.

Thank you in advance!

 

Best regards!

 


logansfury posted Thu, 27 July 2006 at 1:07 PM

Probably better addressed in postwork than inworld - I suspect having to do multiple water droplets and trails would be incredibly resource intensive, although the P6 real skin shaders out there are incredible and this may have been addressed in node and shader tweaks previously (I cant recall any such thread off the top of my head and search feature is inoperative for me, but that doesnt mean the info isnt out there)

Do you have access to a powerful graphic program such as Adobe Photoshop or paint shop pro?

Logan


Black_Star posted Thu, 27 July 2006 at 4:09 PM

Yes , I do have access to Adobe Photoshop.


logansfury posted Thu, 27 July 2006 at 4:52 PM

Here are several tutorials ive found that all appear at a quick glance to utilize all default PS tools, without having to resort to purchasing aftermarket filters

http://www.tutorialpark.com/waterdrops.php

http://www.photoshopsupport.com/tutorials/cb/water-drops.html

http://www.n-sane.net/tutorials/water_drops/index.php

found these doing a Google search for "photoshop tutorial water"

If youve any aftermarket filters enhancing your APS, these may help automate the process :)

Hope this helps,

Logan


BastBlack posted Thu, 27 July 2006 at 8:03 PM

If you really want to blow people's minds, use SSS and displacement/bump maps. Check out Mec4D's stuff on SSS. bB


logansfury posted Thu, 27 July 2006 at 8:12 PM

gotta homepage link to SSS bB? Id like to check it out!


logansfury posted Thu, 27 July 2006 at 8:20 PM

hey SSS aint a program is it? Does this mean "sub surface scattering"? Is it a P6 only feature or is P5 capable of it?


BastBlack posted Thu, 27 July 2006 at 11:34 PM

Yes, sub surface scattering. I tried to do a forum search for you, it's here somewhere, but I couldn't find it. This Mec4D's webpage: http://mec4d.com bB


Miss Nancy posted Fri, 28 July 2006 at 12:04 AM

if ya know kevin taylor's "girl" (he does work for kiss/la cula in spain), one can get that wet look with the glass distorter in photoshop. not very easy, however, IMVHO. it's non-intuitive. most of 'em will just tell ya to make the skin shiny, I reckon.



SaintFox posted Fri, 28 July 2006 at 12:18 AM

You can have a look at face_off's product in the marketplace, too.  The skin shaders have an option called "oiliness" that lets you control the skin sheen. Together with a good bump/displacement you are able to archieve the desired moist look.

I'm not always right, but my mistakes are more interesting!

And I am not strange, I am Limited Edition!

Are you ready for Antonia? Get her textures here:



The Home Of The Living Dolls


Black_Star posted Fri, 28 July 2006 at 2:13 AM

At BastBlack - so , at what precisely should I look on the mec4d site?They have only a p5 glass shader for sale...Is that what I am looking for?

At Miss Nancy - "one can get that wet look with the glass distorter
in photoshop" - is there a tutorial on that?

At SaintFox - I already have that , but I couldn't get the desired look."Together with a good bump/displacement you are able to archieve the desired moist look." - do you have an example of such a map?

Thank you in advance!

 


SaintFox posted Fri, 28 July 2006 at 2:49 AM

You may want to look through the marketplace who sells character-sets together with bump maps. But instead of buying something new you can also try to look up the DAZ textures that come with the V3/SP3 (and so on) textures. They are pretty good and detailed and if you already own them you don't have to buy some. Plug it into the bump and the displacement channel and adjust the settings carefully, start with somethimg around 0,01 for both and adjust it to your needs and depending on the contrast of your bumpmap.

You may want to have a look on this image (nudity!!):
http://www.renderosity.com/mod/gallery/index.php?image_id=832490&member
Is that the desired effect? This has a lot to do with light settings, too... But as this image is made with P5 as far as I remember it should be possible to get an even more realistic effect with P6.

I'm not always right, but my mistakes are more interesting!

And I am not strange, I am Limited Edition!

Are you ready for Antonia? Get her textures here:



The Home Of The Living Dolls


Black_Star posted Fri, 28 July 2006 at 3:06 AM

"You may want to have a look on this image " - I have seen works better than that.The guy exaggerated the settings.Instead of sweated he got...plastic look.But if you want to use it as a refference , yes , we could.Her belly and waist is looking the way I want.But the breasts are much too "plastic" , maybe because of the lights too.

In my opinion the sweat must to be "soaked" into the skin , and not look just like a layer of thin water added over the skin.In conclusion , you need to see sweated pores of skin (but here I gues it comes the bump map).And about , V3 , what textures to use?Any of them and simply plug them in the bump and displacement channels?

"This has a lot to do with light" - and what light settings should I use?How many lights and what position (approximate)?

Thank you in advance!

 


SaintFox posted Fri, 28 July 2006 at 3:58 AM

Sure it is exaggerated, as far as I know this was the first image that was done this way, so I see it as an experiment.

About the bump map: Yes, here's the point - it is useful because it adds roughness (pores and "goose skin") to the texture. To explain it the simple way: A bump map is a desaturated version of the skin - where black is the deepest point of the mat and white the highest. But if it would be easy like this I would not spend many hours when doing my bumpmaps. Regarding on what I said about black and white: If you just desaturate a texture the brows would appear sunken as well as pubic hair and spots, freckle and such. So a good bump contains parts that are inverted and some things like freckles will be covered with plain skin so that they do not appear sunken but flat as they are in reality.

In other words: You need a skin texture and a bump-texture, if both are from one set they match best (eyebrows and such).

Lights, well, they're hard to describe in words. How many? As few as possible, P6 doesn't need those masses of light anymore. The highest number of lights I ever used with it where 5 I think. Most of the time I get away with 1-3 (most 2 spots, one infinite). To get a shine on the skin one of them should highlight the surface or contour, depending on pose and camera angle. There is no easy solution for this, you'll need several tests. Use shadows below 1.0, Min Ray bias under 0.8 (0.6 is a good starting point) and shadow map-sizes, well, I recommend this thread
http://www.renderosity.com/mod/forumpro/showthread.php?message_id=2740024&e
face_off posted a link to a tutorial there.

Maybe you will encounter much longer rendertimes with all those settings but well, good things take their time...😉

I'm not always right, but my mistakes are more interesting!

And I am not strange, I am Limited Edition!

Are you ready for Antonia? Get her textures here:



The Home Of The Living Dolls


DrMCClark posted Fri, 28 July 2006 at 6:23 AM

Lululee has 2 products in the RMP with "wet" looks.  I've used one in a gallery pic and really liked the package.


BastBlack posted Fri, 28 July 2006 at 8:39 AM

Quote - At BastBlack - so , at what precisely should I look on the mec4d site?They have only a p5 glass shader for sale...Is that what I am looking for?

Sorry I went through the website too last night, looking for the tutorial on SSS, but I didn't see it on the website. Basically, what this does is you can position a light in anywhere around the figure, and the skin's oiliness will be reflective exactly the way it would be in real life (reflections are in areas where the highlights on skin are in relation to the light). It's amazing. I haven't messed with SSS in P6 yet. To do the SSS sweaty trick, you need a skin texture with bump/displacement maps and a SSS map, and you must do your render in P5 or P6's firefly. (Of the guys textures I know of are Mec4D, Quim, and some of the Morris textures). Check out Mec4D's Frog pictures, -- that's SSS in action! http://www.renderosity.com/mod/gallery/index.php?image_id=978323&member http://www.renderosity.com/mod/gallery/index.php?image_id=977555&member http://www.renderosity.com/mod/gallery/browse.php?user_id=195109 But... You can use texture maps that have sweat on them. If you go that route, match your lights to the lights that were used when the model was photographed. The simplist way to "fake it" is to parent the main light to the body and have it "point to" straight to the body. Usually textures are photographed with the light straight on the model (like a flash). Make sense? bB


Miss Nancy posted Fri, 28 July 2006 at 3:42 PM

do what bastblack said. there's no tutorial I've seen for the glass distorter in photoshop, which is difficult in any case. the basic technique is to do the shiny plastic skin render that most of them know how to do, then in photoshop one selects the outside edges of the hilite area and applies the glass distorter to simulate the effect of sweat spreading across bumpy skin with fine hairs on it. all the photoshop tutorials I've seen on "sweaty skin" are just useless, repetitive techniques on wasting time doing individual water drops, as though they were unaware that eye candy or xenofex can do multiple drops with ease, automatically. it's as though they never actually got close enuff to a live human girl to see what her wet skin looks like :lol:



Black_Star posted Sat, 29 July 2006 at 12:58 AM

"it's as though they never actually got close enuff to a live human girl to see what her wet
skin looks like " - sometimes even that will not be very helpfull...:)


SaintFox posted Sat, 29 July 2006 at 5:01 AM

About individual water drops: Yes and no... If you want a lot of them Eyecandy does a good job, if you want them to turn out like you want (and where you want, like s single trace of sweat at
 the temple) I found this tutorial useful
http://www.photoshopsupport.com/tutorials/cb/water-drops.html

About "wet" textures: Yes and no again. You can get a very convincing effect when using the texture, the right lighting and maybe the oily effect I mentioned together. But be aware of running drops on the texture. I often saw them running upwards a bended arm. So before applying a pose check the texture to get an overview about the "running direction" of the drops.

I'm not always right, but my mistakes are more interesting!

And I am not strange, I am Limited Edition!

Are you ready for Antonia? Get her textures here:



The Home Of The Living Dolls


barrowlass posted Sat, 29 July 2006 at 5:33 AM

**I used the settings shown (P6) to get a "sweaty" look - of course these may have to be adjusted to taste according to skin tone, lighting, etc., but the result can be seen in my latest gallery pic (shameful plug, lol)**

Sheila

My aspiration: to make a decent Poser Render I'm an Oldie, a goldie, but not a miracle worker :-)

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SaintFox posted Sat, 29 July 2006 at 9:07 AM

Looks interesting as more as it's a very simplistic setup - I'll have to try this out. Thanks for sharing it!

I'm not always right, but my mistakes are more interesting!

And I am not strange, I am Limited Edition!

Are you ready for Antonia? Get her textures here:



The Home Of The Living Dolls


diolma posted Sat, 29 July 2006 at 3:02 PM

As alternatives to Barrowlass's approach (tho very similar), some methods I've found sometimes work..
Set the root specular "sockect" colour to white (you can tone it down later if necessary)
Then plug the noise node into int the specular's Value socket.
Also, try using the "Granite" node instead of the noise node - gives you more variation...

There's a lot more can be done (combining the above with a grey-scale bit-map to control where the sweaty bits actually appear springs to mind; the bit-map would have to be based on V3's texture template as far as shape is concerned for that to work). You could plug the bit-map into the specular value and the noise/granite into the colour....

Just a few "off-the-top-of-my-head" suggestions...

Hope you get the effect you want!!

And (please?), if you do, post the result and the method you used here in the forum?

'Cos I'm still learning this stuff too..

Cheers,
Diolma



zorares posted Sat, 29 July 2006 at 5:04 PM

Attached Link: http://homepage.mac.com/zorares/Tutorial/Tears.htm

Here's an old tutorial I did for water streaks, droplets in Photoshop. Here's the image that started it all (warning, she be naked). http://www.renderosity.com/mod/gallery/index.php?image_id=325601&member

http://schuetzenpowder.com/sigs.jpg