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

ps2000ps2000 Posts: 278
edited September 2019 in The Commons

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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Comments

  • y3kmany3kman Posts: 805

    Try playing with the dual lobe specular surface settings after applying the Anagenessis shader.

  • GlennFGlennF Posts: 141

    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

  • GlennFGlennF Posts: 141

    Also create a normal map from the water condensation pic.and drop that in.

    Wet Butt.jpg
    1107 x 778 - 413K
  • ps2000ps2000 Posts: 278

    Sorry for the late answer but I had to work during the week.

     

    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

    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. 

  • ps2000ps2000 Posts: 278

    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.

  • GlennFGlennF Posts: 141

    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

  • ps2000 said:

    Sorry for the late answer but I had to work during the week.

     

    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

    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. 

    I think a long while back someone noticed that if they selected the skin surfaces then added the NGS shader intended for the female lips, that the figure looked as if she just came out of the water. I haven't checked to see if it works, but it might be worth a try.
  • TaozTaoz Posts: 10,005
    edited September 2019

    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).


     

     

     

    g8f_glossy.png
    1357 x 1045 - 637K
    Post edited by Taoz on
  • ps2000ps2000 Posts: 278
    edited September 2019

    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.

    wettest.png
    1920 x 1080 - 1M
    test.PNG
    1385 x 931 - 560K
    Post edited by ps2000 on
  • TaozTaoz Posts: 10,005

    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.

    g8f_glossy2.png
    1416 x 1028 - 743K
  • ps2000ps2000 Posts: 278

    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?

    versuch3wetskin.PNG
    1920 x 935 - 1010K
  • ps2000ps2000 Posts: 278
    ps2000 said:

    Sorry for the late answer but I had to work during the week.

     

    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

    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. 

     

    I think a long while back someone noticed that if they selected the skin surfaces then added the NGS shader intended for the female lips, that the figure looked as if she just came out of the water. I haven't checked to see if it works, but it might be worth a try.

    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. 

    wettestlipgloss.png
    1920 x 1080 - 1M
  • ps2000ps2000 Posts: 278

    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. 

    tutorialtest2.png
    1920 x 1080 - 1M
    Unbenannt3.PNG
    1920 x 968 - 1001K
  • SevrinSevrin Posts: 6,312

    The last one looks pretty good.  At this point, you'll have to experiment with lighting conditions.

  • TaozTaoz Posts: 10,005
    ps2000 said:

    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. 

    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.

  • ps2000ps2000 Posts: 278
    edited September 2019
    Taoz said:
    ps2000 said:

    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. 

    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. 

    Unbenannt4.PNG
    1411 x 927 - 692K
    Post edited by ps2000 on
  • y3kmany3kman Posts: 805

    I wish I were half as good as you at explaining things, Taoz. Those are awesome tips to share. yes

  • GlennFGlennF Posts: 141
    edited September 2019
    ps2000 said:
    Taoz said:
    ps2000 said:

    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. 

    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. 

    Create a normal map from the water condensation pic and drop that in.as I said above.

    Also don't add an opacity map.

    Post edited by GlennF on
  • TaozTaoz Posts: 10,005
    y3kman said:

    I wish I were half as good as you at explaining things, Taoz. Those are awesome tips to share. yes

    Oh, thanks, you're welcome! smiley

  • ps2000ps2000 Posts: 278
    edited September 2019
    GlennF said:
    ps2000 said:
    Taoz said:
    ps2000 said:

    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. 

    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. 

    Create a normal map from the water condensation pic and drop that in.as I said above.

    Also don't add an opacity map.

    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

    Post edited by ps2000 on
  • ps2000ps2000 Posts: 278
    edited September 2019

    -

    Post edited by ps2000 on
  • GlennFGlennF Posts: 141
    edited September 2019

    Use something like this.Add it to the arms legs and torso.

     

    Water Droplets.jpg
    4096 x 4096 - 3M
    Post edited by GlennF on
  • ps2000ps2000 Posts: 278

    Thanks. 

    But where exactly should I add it? Not under opacity cutout as I understand it?

  • GlennFGlennF Posts: 141

    Here

    Water.jpg
    419 x 489 - 102K
  • ps2000ps2000 Posts: 278

    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

    wetshaderandpicadded.png
    1920 x 1080 - 1M
    withoutpic.png
    1920 x 1080 - 1M
  • GlennFGlennF Posts: 141
    You will need a paint program to enlarge it
  • TaozTaoz Posts: 10,005
    edited September 2019

    I've tried to add @GlennF 's normal to mine and do some adjustments, no geoshell.

     

    g8f_wet.png
    906 x 933 - 718K
    Post edited by Taoz on
  • GlennFGlennF Posts: 141
    ps2000 said:

    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

    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.

  • ps2000ps2000 Posts: 278
    edited October 2019

     

    Taoz said:

    I've tried to add @GlennF 's normal to mine and do some adjustments, no geoshell.

     

    Your render looks great!

    How did you do that without geoshell if I may ask? Could maybe solve my cellophane looking problem. 

    GlennF said:
    ps2000 said:

    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

    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.

    Thanks. But it seems to be good enough.

    Post edited by ps2000 on
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