How to convert textures to look "wet" . Rainy day scene

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AlexGTSArtist
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Hi,
I'm working on a quite ambitious project for my low skills and I might need some help here.
The scene is set outside and I would like everything to look wet so then I can apply the rain with photoshop.
All I do right now is to reduce the roughness to around 0.1 while moving up the specular value to 0.1 or 0.3

I can't use specular wet maps for skins... they don't seem enough visible either if I lower the Gray value near to zero or if I move it all the way up, neither if I change that to RGB. Is it my mistake or specular maps are not loaded properly?
For this reason I use the roughness/specular trick on the skin too.

Short version: what values should I change to make a surface looks wet?
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TRRazor
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hi,

the problem with applying wet-effects merely over the roughness and speculars will get often get you results that look either like oil or plastic.
Especially when we're talking organic materials and objects / characters.
You can check out our wet-skin shader for Genesis 2 and Millennium 4 based-characters over here, if interested http://redspec-sss.com/elements.html.

It features custom designed wet-maps with realistic drip-lines and water droplets.

Cheers

Noel
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samhal
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Using redspec-sss wetskin will save you alot of trial and error. It's a great shader!

Image

This was done using it ontop of a custom texture.

Or straight up with "notmal" V4 textures:
Image
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AlexGTSArtist
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I know very well those shaders but I need shaders for surfaces other than V4 model. All the scene is wet so that I wanted to know, technical info (so that guide helped a bit) not commercial ones :P
I would like to know what professionals do to make surfaces look wet. Is what am I doing correct? is there a better way not too hard to follow?
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TRRazor
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I understand what you mean.
Usually a realistic, well-looking wet effect is achieved out of two things: A decent material setup and usually also water drops or drip lines to make it look like there is actually water on a surface.
This can be achieved by using bump or normal maps that you then link to your specular nodes inside OctaneRender.
A quick Google brought up this for example: http://www.pitoco.com/modo/forum/DROPS/normal.jpg.

Fine tune by adjusting the roughness and specular nodes inside an OctaneRender material to achieve the desired look.

Hope this helps

Cheers

Noel
W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM
AlexGTSArtist
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Posts: 14
Joined: Sat Nov 30, 2013 2:17 am

TRRazor wrote:I understand what you mean.
Usually a realistic, well-looking wet effect is achieved out of two things: A decent material setup and usually also water drops or drip lines to make it look like there is actually water on a surface.
This can be achieved by using bump or normal maps that you then link to your specular nodes inside OctaneRender.
A quick Google brought up this for example: http://www.pitoco.com/modo/forum/DROPS/normal.jpg.

Fine tune by adjusting the roughness and specular nodes inside an OctaneRender material to achieve the desired look.

Hope this helps

Cheers

Noel
Thanks for your help, however I'm missing something. The normal works if I do a material mix of diffuse or gloss + 1 specular where I apply the normal... sadly this technique doesn't seem to like specular gray texture maps or better I don't know where to apply them. I tried as bump, reflection and transmission but still nothing. I feel really noob here.
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