Same wet cloth and wet skin shader by mifdesign
Open full image in new tab Members remain the original copyright holder in all their materials here at Renderosity. Use of any of their material inconsistent with the terms and conditions set forth is prohibited and is considered an infringement of the copyrights of the respective holders unless specially stated otherwise.
Description
Same wet cloth and wet skin shader - a Superfly Poser 12 render. Same scene, different angle.πππ₯°
There are no masks to trick the wet look, it's the shader who does it.
No postwork, never ever.
Comments (6)
eekdog
Brilliant work again Marius. POV is a neat one. And beautiful all around. β€π»
mifdesign
I love you too, my dear Steve. Thank you very much for the wonderful words, my dear friend.πππππππππππππππππππππππππππππππππ₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°
I was loking to achieve more, one one hand it's a couple minutes render time without denoising, I was quite happy because refraction and volumetric shaders usually add some visible noise which tend to stay there.., that's embarassing when they are present..
Darkglass
Always impressed with your constantly improving workflow... love all the little water droplets if not a little hard to see, looking forward to seeing more....!!
mifdesign
I love you too, my dear Darkglass. Thank you very much for the generous words, my dear friend.πππππππππππππππππππππππππππππππ₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°
Water droplets there are 3D, no bumps, no paralax jokes - even those look quite niceπ - while there are no added meshes or second skins. I haven't even added more layers to achieve that. I shall try to get even more droplets and water patches.
Saby55
WOW... fabulous pose and marvelous girl !!!ππββοΈ
mifdesign
Thank you very much for the wonderful words, my dear Savino.ππππππππππ₯°π₯°π₯°π₯°π₯°π₯°π₯°
moochagoo
Interesting work and composition
mifdesign
I love you too, my dear Philippe. Thank you very much for the generous words, my dear friend.πππππππππππππππππππππππππππππππ₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°
MollyFootman
Still coming along pretty well, Marius. On the arms some of the droplets still look like sand or dirt. I'm still stunned that you are not using layers. =)
Molly
mifdesign
I love you too, my dear Molly. That's the point hon, I'm trying to bring new implementations, not providing just another flavour of the same algorithm. The displaced area takes only a few polygons, thus the lack of smoothing, proper riquired height - even it can be controlled through a variable it's still not the best I need - are factors that detrmine the look in a nasty way (the lack of acquiring enough info from even large bounces/hit rays numbers) the outcome and how the material is interpreted in that specific area are quite a pain in the neck/whatever. The granularity ray hits provide and vectors computing are not helping too much, even they are orders of magnitude better than they used to be. Not to mention I've noticed shifts for some data overloading behaving funny to say so. I'd better stop, I can be quite boring sometimes.ππππππππ₯°π₯°π₯°π₯°π₯°
misumu
Nicely done, the wet look is superb. Thanks for sharing.
mifdesign
Thank you very much, my dear misumu.πππππππππππ₯°π₯°π₯°π₯°π₯°π₯°π₯°π₯°