How to make a building or natural element surface look wet in Iray?

ToobisToobis Posts: 967
Lol I almost used an auto spell mistake on the title when I posted which would had been "how to make a building or natural element surface look wet in IRAQ". Lol. So I am doing an image of a rock climber on the edge of a cliff climbing across it during very heavy rain to the point pretty much anything out uncovered in the open has been saturated. I don't really have to worry about the rain or splash effects of the rain but need to find a way to make a rock/cliff surface look wet already without worrying about the rain hitting it effects. Is it a case of fooling about with the surfaces? I'm just after the easiest way it can be done with an Iray render being the final product. As a general guide how can you make a surface look wet for iray? Thx.

Comments

  • Ideas: adjust glossy and/or reflection/refraction - wet rocks are shiny.

  • ToobisToobis Posts: 967

    Ideas: adjust glossy and/or reflection/refraction - wet rocks are shiny.

    Hmm OK that shold do the trick you think?
  • xyer0xyer0 Posts: 6,057

    I turn up Topcoat Weight to 100% and set the Roughness to 0.40 for starters.

  • kyoto kidkyoto kid Posts: 41,245

    ...did a similar proocess as well as increased the glossy anistrophy and got this result:

    railway station beta.png
    1600 x 1200 - 3M
  • ToobisToobis Posts: 967

    K I been trying it but not having much luck so far. Do these look wet to you? first pic is as normal and the second is with me adjusting the following:

    glossiness: 47.9%

    reflection strength: 27%         

    refraction strength: 65%

     

    I don't really know what I'm doing though and as you can see the rock doesn't really look wet in the slightest. Any more advice? what would you do here?

    1.jpg
    615 x 800 - 507K
    2.jpg
    615 x 800 - 469K
  • Silent WinterSilent Winter Posts: 3,766

    ^Did you use the Top Coat setting? (And select all the right surfaces?)

    Lighting will affect it too - it needs to reflect into the camera.

    kyoto kid said:

    ...did a similar proocess as well as increased the glossy anistrophy and got this result:

    That's fantastic!

  • ToobisToobis Posts: 967

    Silent Winter said:

    ^Did you use the Top Coat setting? (And select all the right surfaces?)

    Lighting will affect it too - it needs to reflect into the camera.

    kyoto kid said:

    ...did a similar proocess as well as increased the glossy anistrophy and got this result:

    That's fantastic!

     

    No I can't even find the Top Coat setting how do you get to that please.

  • In the Surfaces tab, if it's a shader based on the DAZ Uber shader, you can put in a filter of 'Top' in the edit box at the top of the shader parameter list to filter everything out that does not include 'Top' in the parameter name. If it's not based on the DAZ Uber shader, select the surface, then go to your 'Shader Presets' tab in the content and select the DAZ Uber shader, and the shader should be converted to an Uber base which will include a Top Coat. Best to save before you do this in case the shader goes to rats!

    One other thing to mention, it is very rare for items to remain as light when they get wet as they were when dry. This can be kludged in two ways. The first is to set the diffuse colour to something darker than its current colour (usually white). If that doesn't work, you can try something a bit more computationally expensive by setting the emissive colour to white and an emissivity of maybe -6000lumens/m^2? Experiment a bit to get a figure that looks right.

    Regards,

    Richard.

     

  • Faeryl WomynFaeryl Womyn Posts: 3,663

    richardandtracy said:

     

    LOL was just going to say it needs to be darker, also if uneven, water will run in rivers on rocks so there will be dry area's, so check the rock shapes you are using. 

  • LucielLuciel Posts: 475

    Turning down the normal/bump maps also helps (you can paint out areas of these if you want wet/dry areas). As wet surfaces are generally smoother.

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