View Full Version : Making a texture appear "wet"
FireForce 10-19-2009, 12:44 AM This is a two-fold question. I'd like to know how do you texture something to appear as though it's wet ? I also have a sub question, when you are using a AO map for a texture, I get a smooth AO map, how are you texturing AO maps with smooth objects ? I've reviewed a few tutorials on hard objects but I'm still a little mystified on it.
Thank You.
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Piflik
10-19-2009, 08:32 AM
For the first part of the question, look here (http://www.neilblevins.com/cg_education/wet_materials/wet_materials.htm). For the second, I have no idea what you want...
leigh
10-19-2009, 11:03 AM
Use reflection mapping to make a surface look wet. I don't understand your question about occlusion though - you're going to have to rephrase that.
FireForce
10-19-2009, 03:06 PM
That is a straight to the point information, although I have to figure out how to break it into the software package I use :) It shouldn't be hard, I just don't understand the Shellac bit. Thank you for the link :) If anyone has any more to share :)
Sorry my other question was not as clear as my first one :) My fault. What I meant to say is what methods can you use an AO map in use for texturing ? I've read a few thus far but they were for hard surface and I still didn't quite grasp how to blend them. What throws me off is how to use them with smooth objects, which could relate to my previous sentence.
soulburn3d
10-19-2009, 04:44 PM
That is a straight to the point information, although I have to figure out how to break it into the software package I use :) It shouldn't be hard, I just don't understand the Shellac bit. Thank you for the link :) If anyone has any more to share :)
All Shellac does is adds one material to another. So in this case, it's adding one highlight on top of a second highlight. It's not a necessary step, if your object is always going to be wet, then you can just use your reflection/highlight that currently exists on your material, but it is a useful way to apply a "wet" material to all of your objects, and then it's really easy to remove it by setting it's multiplier to 0, revealing the non-wet surface.
Sorry my other question was not as clear as my first one :) My fault. What I meant to say is what methods can you use an AO map in use for texturing ? I've read a few thus far but they were for hard surface and I still didn't quite grasp how to blend them. What throws me off is how to use them with smooth objects, which could relate to my previous sentence.
You can use AO maps in a number of ways. The most common is a way to add dirt or rust to areas of your surface that are in the corner...
http://www.neilblevins.com/cg_education/ambient_occlusion_rust/ambient_occlusion_rust.htm
And when you say smooth objects, could you give us an example? Usually the inverse of hard surface is organic. Do you mean organic models, or something else?
- Neil
FireForce
10-19-2009, 11:52 PM
All Shellac does is adds one material to another. So in this case, it's adding one highlight on top of a second highlight. It's not a necessary step, if your object is always going to be wet, then you can just use your reflection/highlight that currently exists on your material, but it is a useful way to apply a "wet" material to all of your objects, and then it's really easy to remove it by setting it's multiplier to 0, revealing the non-wet surface.
I've played around with the specularity settings on a Phong Material but the results where not anything that looked wet. I've mixed a Phong and Blinn shader but the results where, dark but maybe a little too dark, but maybe it's normal the dark I have :) It's a tough balancing act it appears :) It could be it looks darker cause the texture was dark to being with.
You can use AO maps in a number of ways. The most common is a way to add dirt or rust to areas of your surface that are in the corner...
http://www.neilblevins.com/cg_educa...lusion_rust.htm (http://www.neilblevins.com/cg_education/ambient_occlusion_rust/ambient_occlusion_rust.htm)
And when you say smooth objects, could you give us an example? Usually the inverse of hard surface is organic. Do you mean organic models, or something else?
Thank you for the link, it looks helpful. Sorry I did mean organic models :) Thank you :)
_vine_
10-20-2009, 02:38 PM
My recommendation would is the same as Leigh. "Wet" things appears that way due to specularity and reflection.
First set up your shading network with a reflective material and have some sort of texture that represents the environment where your model exists (forest, desert, building interior, etc.) This is the same beginning step you would use for water or chrome. Even advanced skin shaders has some environment reflection going on.
Next tune your material to have a tight specular with little falloff on the edges.
I hope this helps.
FireForce
10-20-2009, 04:36 PM
Vive, that makes sense. I can build upon that information :) Thank you Vive and Soul burn.
MrRid
10-28-2009, 10:39 PM
My recommendation would is the same as Leigh. "Wet" things appears that way due to specularity and reflection. ...
Wet surfaces also appear less diffuse. As a surface becomes more reflective, it becomes equally less diffuse.
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