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IBMike

Creating Wetness In Bodypaint

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  • Wow, thanks for doing that! I'll try it. Thanks again

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  • I can't say I totally understand what's happening.

    On screen one, I assume the Bitmap is the texture map of the BP Color channel. It has a dark area that looks like it was brushed on. How did you do it? Burn it, or diffusion, or?

    You end up on screen 4 with two materials but they're both call Mat. Did you start out with Mat and dup it and create another Mat and that's the one being worked on in the first three screens? At what point do you arrive at two materials?

    I see you have "seen by camera" unchecked for the sky, but even with both materials applied to the sphere only the "wet" area is visible? So ,both these materials are components of the wet spot only?

    Thanks in advance for your help.

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    Guest dataflow

    just did a small tut.

    waiting for it to be comped/rendered then uploaded.

    then ill post it here

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  • OK thanks! That's teriffic.

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    Guest Joshfilms

    thanks DF your example looked great!

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    Guest dataflow

    here you go

    not sure if its to fast (was trying to keep file size down)

    just want to point out the bit at the end (where i invert the diffusion texture)

    i did that to create the wet part around the edge

    http://3ddataflow.com.au/m9media/wet-stone.swf about 4.6mb download

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  • That's really great. I watched it through once so far. There's a lot of steps. Is there any way to download it? Or could you put in the Cafe's tutorial section? Thanks! Mike

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  • Thanks again Dataflow. Below is a summary of what you did. I don't want to wear you out, but if you have a chance and would like to add any comments to any of these steps (for example reason for changing Phong to Blinn, etc), that would be really helpful also. Thanks, Mike

    In Main material

    01. Select Main (which has C & S channels and is applied to sphere) and enter BP.

    02. Create a texture map for the C channel, get a brush set to med grey (147,147,147) and paint on the wet area.

    03. Return to Modeling mode. Select Main mat, C channel (Main_Color is loaded as texture) and select "copy channel"

    04. Select Diffusion channel > Paste Channel.

    05. Return to C channel and select "Clear" for texture.

    06. Select Noise instead. Change Global scale to 1%. Then Copy Channel.

    07. Return to Diffusion channel, select Layer shader, then select Noise layer, and then Paste channel. Then drag Noise below Bitmap layer.

    08. Change Bitmap layer from Normal to Multiply.

    09. Select the Noise layer details and set High Clip to 64%

    10. Select the Color channel, then Copy Channel, then select the Bump Channel, and Paste Channel. Open Noise, and set Low Clip to 26%.

    11. Select Specular, and set Width to 61%, Height to 16%

    12. Select Illumination channel and change Model from Phong to Blinn

    13. Select Diffusion channel, then Texture>Copy channel

    In Wet material

    14. Select Wet material (didn't close Main Material), and in Diffusion channel>Paste Channel.

    15 Check "Affect Reflection" on.

    16. Select Specular Channel, set width to 41%, Height to 31%.

    17. Select Diffusion channel, in Layer shader select Copy Channel.

    18. Select Reflection channel, then Paste channel. Select details and change Black Point to 1 and White Point to 0.

    19. Back out to Layers and select Bitmap>Copy channel.

    20. Select Alpha channel, then Paste channel.

    21. Close Wet material

    Note: There's nothing in the Wet color channel.

    22. Drag & drop Wet material onto Sphere (both materials now applied) and Render.

    23. Creates Hypernurbs object for Sphere and in AM for HN, changes Subdivision Renderer to 2, and Catmull-Clark (N-Gons) to Catmull-Clark.

    24. Render

    25. Selects Wet material, Diffusion, Bitmap> changes Black Point to 1 and White Point to 0. Close material. Render. (This has something to do with the

    "wet part around the edge").

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    Guest dataflow

    i dont really want to upload it cafe the way it is (fast and no audio)

    ill redo it later and slow it down and add audio.

    and i changed Phong to blinn becuase

    phong is for things like = plastic looking surfaces

    Blinn is for more wide specular surfaces like water, painted walls etc...

    and

    Oren-Nayar is for rough porous (surfaces that dont produce much specular)

    (i should have made the main material specular = "Oren-Nayar" because its cement)

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