Get a wet and a oily looking s…
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Get a wet and a oily looking skin for figure with anagenesis shader added

AS mentioned in the subject I try to get a figures skin with anagenesis 2 shader added to look wet and another figures skin to look oily.
I have ultimate skin manager. Is there a way to do it with adjustments in the surface tab?
I played around with glossiness but the results aren't overwhelming.
Or do I have to buy a additional shader?
And in this case which would work well together with anagenesis 2?
Thanks
Post edited by ps2000 on
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Try playing with the dual lobe specular surface settings after applying the Anagenessis shader.
Try a geoshell then add water thin shader to the geoshell?
There's a number of different ways to accomplish it. Jacking up the Glossy Layered Weight to 15-25 can give the skin much more of a glow and give an oily looking effect. Wet skin is going to have a much lower glossy roughness, but you don't want the skin surface itself to have such a low glossy roughness, so a geoshell with a Thin Water shader applied to it is probably better. Plus you should use a black and white image(something like water condensation on glass) with the background being the black part, and use it for the Cutout Opacity on the geoshell surface after applying the thin water shader. Also, if I recall correctly, in conjunction with using the geoshell of thin water, you also have to use the Top Coat layer on the character skin to add the Fresnel top coat layering mode. This becomes available by increasing the Top Coat Weight to any positive integer > 0. There's some general guidelines on how to get wet/sweaty skin in Iray here:
https://thinkdrawart.com/how-to-get-wet-skin-in-iray
Also create a normal map from the water condensation pic.and drop that in.
Sorry for the late answer but I had to work during the week.
The problem is that I have the anagenesis2 shader added. So some options like glossy roughness or glossy reflectivity aren't there anymore.
I tried the tutorial but because of the applied anagenesis2 shader and the missing options the result was bad. I only got a very red looking skin.
I think I have to try a geoshell.
So I tried to add a geoshell and then apply the thin water shader but somehow it doesn't work
The figure becomes white after adding the geoshell. Is that normal? I can't find an option to make the geoshell transparent.
There is only an option to make it visible or not in the render.
After you create the geoshell make sure that it is highlighted in the surface tab and the scene tab then apply the water thin shader
Like @y3kman said, try the Dual Lobe Specular surface settings. Works fine.
If Dual Lobe Specular Weight is 0, increase the value and the other Dual Lobe controls will appear.
Here's an example, G8F base with Anagenesis 2. Note that Base Mixing has been changed to PBR Metallicity/Roughness, otherwise you'll get a rather metallic look (yes, sounds odd).
Thanks.
I played around a bit more with the dual lobe specular surface settings. Problem is that Lobe roughness gets replaced by lobe glossiness after applying anagenesis 2. I have to increase this lobe glossines value op to 0.9 to get at least a halfway decent result. Otherwise I don't see a change in the render.
Attached is a render. I'm not totally happy with it. I think it looks more oily than wet and maybe a little bit too shiny? Can't put my finger on it. Opinions? Also the skin is too red but that's another issue.
You must set Base Mixing to PBR Metallicity/Roughness to see the Lobe Roughness controls. Then set Base Bump to 5 or a little more (I've used 5 here). But lighting matters a lot too, I'm using some different lights here, IDG Gradient Lights (Lights 416), which was a 2018 Christmas freebie so maybe you have them.
Thanks.
Tried it again with your adjustments and lighting (I have the IDG lights). Still not as good as yours but definitely an improvement. I am playing around with the adjustments. Maybe reducing glossiness to reduce the shine on some parts of the figure?
I tried that. The results are ok. Unfortunately my figure looks a little bit like a boiled sausage (pretty red) after adding lip gloss on the skin but I know how to correct that.
Thanks again @Taooz for the hint to change base mixing to PBR Metallicity/Roughness. Now that I have the options for glossy roughness and glossy reflectivity I can use the tutorial posted by magog.
I had to reduce glossy roughness from 0.4 to 0.25 because the skin looked too shiny and also got very red. I reduced the redness by reducing the translucency weight from 0.5 to 0.2.
Attached is the result. I think it's the best until now. Any hints for improvement are appreciated.
The last one looks pretty good. At this point, you'll have to experiment with lighting conditions.
Looks good, but a bit smooth. Personally I like the one with the lip gloss but I guess that's not what you want. Did you try to Base Bump? I set it to 5 in my last example but you could go higher or lower.
I will try it out.
But I now have another problem. I tried to do step 3 of the tutorial. That is adding water drops on top of the skin by making a geoshell and adding a black and white water condensation image under cutout opacity.
I searched for "water condensation bump" like mentioned in the tutorial and tried the first two black and white pictures (for example 3D Water Drops by Bertrand Benoit, the 3dwater-drops-renderedMap.jpg). I also increased the horizontal and vertical tiles.
But I don't get any water drops on my figure. Is the image not suited for it? Or do I have to adjust some other setting. Does somebody know a good free image for this purpose?
Attached is an image with geoshell and image added.
I wish I were half as good as you at explaining things, Taoz. Those are awesome tips to share.
Create a normal map from the water condensation pic and drop that in.as I said above.
Also don't add an opacity map.
Oh, thanks, you're welcome!
I don't really know how to create a normal map from the pic.
Can I use this online generator which was recommended in another thread? And do I add the whole picture or do I have to cut out a part with the water drops?
http://cpetry.github.io/NormalMap-Online/
Thanks
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Use something like this.Add it to the arms legs and torso.
Thanks.
But where exactly should I add it? Not under opacity cutout as I understand it?
Here
Thanks again @GlennF for kindly providing a suitable map. I added it under normal maps like suggested.
Attached are the results. The first image has the geoshell, shader and normal map added. The second image shows the figure without them.
I think the result is ok? I only don't like the cellophane look around the mouth and nose caused by the geoshell. The body looks good in my opinion.
Is there a way to adjust the droplets for example make them larger or more visible?
Thanks
I've tried to add @GlennF 's normal to mine and do some adjustments, no geoshell.
This is just a simple noise layer converted to an normal map.
I was only using this as an example.Making a better more water like normal map takes time.
Your render looks great!
How did you do that without geoshell if I may ask? Could maybe solve my cellophane looking problem.
Thanks. But it seems to be good enough.