Geometry Shells and Wet Skin

I am attempting to understand Geometry Shells and creating wet skin.

Following along with http://thinkdrawart.com/how-to-get-wet-skin-in-iray, I get the Geometry Shell on my figure and apply the iRay Water Shader. So far, so good (see first screenshot). However, when I apply http://rbblog.wpengine.netdna-cdn.com/wp-content/uploads/2010/05/3d-water-drops-RenderedMap.jpg to the Cutout Opacity and render again, I get this (second screenshot). All the "wet" had disappeared and I'm getting what I can charitabily describe as 'white dots' on my figure.

Where am I going wrong?

Geometry Shells seem pretty cool. Researching in this forum on them, I come across a lot of threads with people confused by them, but then an "ah ha" moment happens and they get excited about the possibilites. Unfortunately, they never seem to come back to the thread and explain what they learned. So I'm still operating in the dark here. Can/How could they be used for other "substances" (I'm thinking soap suds or some neon sci-fi stuff, but I guess you could go anywhere)?

Geo Shell Wet Shader 1.png
667 x 1080 - 1M
Geo Shell Wet Shader 2.png
667 x 1080 - 1M

Comments

  • Oso3DOso3D Posts: 15,011

    I would suggest applying some gaussian blur to that map to create a second displacement map. The problem is that you essentially have water-like 'decals' plopped on the skin. I would also suggest using water-thin.

    Say, something like -.05 to .05 for water, geoshell offset of .05 (so it goes from 'right next to the skin' and then up .1)

    Good luck!

     

  • Hmm. I wasn't sure how much gaussian blur to use, so I did three tests: 1, 5, and 10 pixels. I then used the rest of your settings - no change. Still kinda decalish. I am perplexed.

     

    I would suggest applying some gaussian blur to that map to create a second displacement map. The problem is that you essentially have water-like 'decals' plopped on the skin. I would also suggest using water-thin.

    Say, something like -.05 to .05 for water, geoshell offset of .05 (so it goes from 'right next to the skin' and then up .1)

    Good luck!

     

     

  • Oso3DOso3D Posts: 15,011

    Here's a thought... maybe try dropping the cutout map and arranging the displacement so that the black portion would be in the skin. Something like:

    Offset .04, -.05 - +.05.

    Because, if you think about it, the water doesn't become 'less water' at the edges, you know?

    I'll poke at this tomorrow, myself.

     

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