Jump to content


This topic is now archived and is closed to further replies.


Creating Wetness In Bodypaint

Recommended Posts

  • Topic Author
  • 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

    Share this post

    Link to post

    Not to look a gift horse in the mouth, but Mike has the right idea. This is something you want to dig out when you need a brush up and you can pause it while you work along.

    Share this post

    Link to post
  • Topic Author
  • 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").

    Share this post

    Link to post
    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...


    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)

    Share this post

    Link to post
  • Topic Author
  • OK, thanks. I knew they put those options in there for a reason, but I've never really known what that was exactly. I'll have to read up on that stuff. Thanks again for all your help.

    Share this post

    Link to post
    This topic is now closed to further replies.

    • Recently Browsing   0 members

      No registered users viewing this page.

    • Create New...