Author Topic: Wet Look  (Read 12770 times)

2016-03-10, 10:55:53

K u r a i

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Can someone please show me how to create wet-look wood... like in this render by Juraj Talcik.

I want a patchy effect.

2016-03-10, 12:26:33
Reply #1

maru

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I guess there is no magic trick here. Proper reflectivity maps, glossiness maps, then a lot of tweaking and you are done. :)

2016-03-10, 12:42:32
Reply #2

K u r a i

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I guess there is no magic trick here. Proper reflectivity maps, glossiness maps, then a lot of tweaking and you are done. :)

To drive a car, it's easy, all you just have to put it in gear and use the clutch and gas medal to go forward.

Please can you show an example of how simple it is :)
There are a few vids and examples on wet look for tarmac roads..... but nothing on wood.


2016-03-10, 12:57:10
Reply #3

maru

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My post was ironic. What I meant was that there is no easy step-by-step guide to create a perfect material like this. It will definitely require a lot of hard work. But I might try creating something similar later, why not...

2016-03-10, 12:57:38
Reply #4

Nekrobul

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That is the thing where you have to use imagination. There is no like 101 guide to atmospherics  everuone is dooing it in his way.

Speaking of wood you could try to increase contrast of a glossy map or use some hand drawn map mixed from wood RD+som sort of puddle map.
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2016-03-10, 13:09:45
Reply #5

maru

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By the way, have you seen this thread? Juraj is explaining some stuff in it, he shows screenshots of material setup, and even the textures... https://corona-renderer.com/forum/index.php/topic,2018.msg15098.html#msg15098

2016-03-10, 13:13:19
Reply #6

K u r a i

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My post was ironic. What I meant was that there is no easy step-by-step guide to create a perfect material like this. It will definitely require a lot of hard work. But I might try creating something similar later, why not...

I understand this...
I try and get one sample material of everything I need... because I always....always.... forget how I did it... weeks later.
When I spend a week in Photoshop and then go back to Max... I find I have forgotten stuff.... so I need a sample material I can tweak from.

One of the administrators posted a mat for wet tarmac with puddles... this works well for flat surfaces... but not wood.

Any help is most appreciated :)


2016-03-10, 13:23:49
Reply #7

dubcat

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Try something like this.
Leave reflection level alone and adjust glossiness. Water will fill all the little cracks and make the wood look more glossy.
Create a second UV channel for the wet map and link it.

I don't have time to tweak the example, but you get the idea.



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2016-03-10, 13:27:29
Reply #8

K u r a i

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Try something like this.
Leave reflection level alone and adjust glossiness. Water will fill all the little cracks and make the wood look more glossy.
Create a second UV channel for the wet map and link it.

I don't have time to tweak the example, but you get the idea.





Many thanks, Dubcat :)

2016-03-10, 14:14:24
Reply #9

Juraj

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Patchy effect happens in glossiness map which is quite contrasty.

Wet effect happens when the diffuse is made darker than when dry, and glossiness is higher.

I like Dubcat's setup :- ) That is bit more flexible. The mix map shouldn't be that extreme though, it should basically mix 100perc. Wet, and 50perc wet, for example.
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2016-03-10, 14:23:28
Reply #10

maru

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My attempt. Textures are definitely very important here.
https://www.dropbox.com/s/dgal1edjk98igzr/wetlook13.zip?dl=0

2016-03-10, 14:35:16
Reply #11

SairesArt

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Try out the following for fun, works for me from time to time:
Remove all maps but diffuse and bump/normal, turn glossiness off, make the bump a touch harder and turn reflectivity to 100% with default Fresnel.

This gives a very "in your face wet" look. After that you can tone it with glossiness maps and so on. Works wonders for me especially on stone textures. Never tried it on wood though.

Also don't Google the thread title :[

2016-03-10, 14:54:37
Reply #12

Nekrobul

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Patchy effect happens in glossiness map which is quite contrasty.

Wet effect happens when the diffuse is made darker than when dry, and glossiness is higher.

I like Dubcat's setup :- ) That is bit more flexible. The mix map shouldn't be that extreme though, it should basically mix 100perc. Wet, and 50perc wet, for example.

It could be also added to bump slot to achive flat surfaces with watter standing on it.
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2016-03-10, 15:23:07
Reply #13

K u r a i

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Try something like this.
Leave reflection level alone and adjust glossiness. Water will fill all the little cracks and make the wood look more glossy.
Create a second UV channel for the wet map and link it.

I don't have time to tweak the example, but you get the idea.





Many thanks, Dubcat :)

Okay, I am trying your method out. I want it more patchy.... where am I going wrong?
How do I link the DIFFUSE maps like you did?

2016-03-10, 15:24:35
Reply #14

K u r a i

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By the way, have you seen this thread? Juraj is explaining some stuff in it, he shows screenshots of material setup, and even the textures... https://corona-renderer.com/forum/index.php/topic,2018.msg15098.html#msg15098

Thanks, Maru I downloaded your sample and will try it now.


2016-03-10, 16:18:07
Reply #15

dubcat

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Change IOR in the wet material to 999.
Throw a Color Correction on the wet mask and adjust until you get the effect you want.
Change the IOR back to 1.33 when you are done.
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2016-03-11, 10:43:05
Reply #16

K u r a i

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Change IOR in the wet material to 999.
Throw a Color Correction on the wet mask and adjust until you get the effect you want.
Change the IOR back to 1.33 when you are done.

Dubcat... I experimented with your technique and Maru's Noise Map and Frankensteined his with yours to produce something I was happy with.
I still don't know what's going on.... but it pointed me in the right direction. Thanks.


2016-03-11, 11:03:37
Reply #17

K u r a i

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Patchy effect happens in glossiness map which is quite contrasty.

Wet effect happens when the diffuse is made darker than when dry, and glossiness is higher.

I like Dubcat's setup :- ) That is bit more flexible. The mix map shouldn't be that extreme though, it should basically mix 100perc. Wet, and 50perc wet, for example.

Are you ever going to do a 101 Basics of CG vid.....people have been banging on for years about..... or has that bird flown the nest?

When it comes to understanding stuff... a YouTube vid (with voiceover) is so much better than anything written.
While Corona has done many "How to" vids.... they don't really talk about CG as an art-form. And I see on your Facebook page you title yourself as an "Artist".... not a designer.






2016-03-11, 11:14:14
Reply #18

Juraj

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well, the 'artist' I think is a category, there is no other. I never call myself that, or actually anything. I just do stuff.

Yes, I am preparing two videos, one about Daylight, the other about materials. Although I would love to make the second one when Corona gets rid of the glossiness curve, which makes any "rules" wrong :- (

It's not as easy as people think though, I have lot of work daily, family I have to help and visit, and to create 1 hour of video, takes about 20 hours of preparation. Or even to start.... which is why I am much better teacher "real-time", where I can just talk,
then organizing myself to do proper job.
I answer tons of stuff people ask me, that is very easy compared to it. Everything else stresses me quite a lot, and I am in lot of stress already in life.
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2016-03-11, 11:54:54
Reply #19

Nekrobul

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well, the 'artist' I think is a category, there is no other. I never call myself that, or actually anything. I just do stuff.

Yes, I am preparing two videos, one about Daylight, the other about materials. Although I would love to make the second one when Corona gets rid of the glossiness curve, which makes any "rules" wrong :- (

It's not as easy as people think though, I have lot of work daily, family I have to help and visit, and to create 1 hour of video, takes about 20 hours of preparation. Or even to start.... which is why I am much better teacher "real-time", where I can just talk,
then organizing myself to do proper job.
I answer tons of stuff people ask me, that is very easy compared to it. Everything else stresses me quite a lot, and I am in lot of stress already in life.

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2016-03-11, 13:26:53
Reply #20

K u r a i

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well, the 'artist' I think is a category, there is no other. I never call myself that, or actually anything. I just do stuff.

Yes, I am preparing two videos, one about Daylight, the other about materials. Although I would love to make the second one when Corona gets rid of the glossiness curve, which makes any "rules" wrong :- (

It's not as easy as people think though, I have lot of work daily, family I have to help and visit, and to create 1 hour of video, takes about 20 hours of preparation. Or even to start.... which is why I am much better teacher "real-time", where I can just talk,
then organizing myself to do proper job.
I answer tons of stuff people ask me, that is very easy compared to it. Everything else stresses me quite a lot, and I am in lot of stress already in life.

I am really happy you are doing video tuts :)))
Sometimes just the smallest piece of knowledge can make big differences... especially to your confidence. CG is not easy. It's one of the hardest things I have tried to learn.
While Corona has really helped the industry... there are still too much to consider to get good results.

Even a DVD that you could post or offer for download (for money) would cover the time and care to produce it.
And I am sure it would be popular.

Alex Hogrefe started doing a free site for Photoshop architecture illustration techniques many years ago based on his student portfolio. Now he lectures all over the place at colleges and has produced several books for sale.
https://visualizingarchitecture.com/






2016-03-11, 13:33:12
Reply #21

K u r a i

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well, the 'artist' I think is a category, there is no other. I never call myself that, or actually anything. I just do stuff.

Yes, I am preparing two videos, one about Daylight, the other about materials. Although I would love to make the second one when Corona gets rid of the glossiness curve, which makes any "rules" wrong :- (

It's not as easy as people think though, I have lot of work daily, family I have to help and visit, and to create 1 hour of video, takes about 20 hours of preparation. Or even to start.... which is why I am much better teacher "real-time", where I can just talk,
then organizing myself to do proper job.
I answer tons of stuff people ask me, that is very easy compared to it. Everything else stresses me quite a lot, and I am in lot of stress already in life.

Just to cheer you up.... your work is the benchmark for me that I compare myself to.... and that inspires me.
I study it in detail.... and ask myself...."How the damn did he do that?" Which pushes me to improve further.

Someone wise once told me that as you get older... you want to be paid more more for doing less.... because the info and experience
you have accumulated over the years will be very valuable. So I am sure one day.... all this hard work will reap rewards :)

2016-03-11, 16:28:31
Reply #22

romullus

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Dubcat... I experimented with your technique and Maru's Noise Map and Frankensteined his with yours to produce something I was happy with.
I still don't know what's going on.... but it pointed me in the right direction. Thanks.

Unless you're trying to recreate puddles on the wood, you need to map glossiness and bump on wet material as well. Just make sure that wet material has a little bit darker diffuse and a little bit brighter glossiness. I did quick and lazy setup to show what i'm talking about. Of course, it's better to control maps by color correctional nodes or by modifying texture externally, instead of changing map's amount like i did.
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2016-03-11, 16:35:45
Reply #23

Ondra

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Yes, I am preparing two videos, one about Daylight, the other about materials. Although I would love to make the second one when Corona gets rid of the glossiness curve, which makes any "rules" wrong :- (
today we started working on it
Rendering is magic.
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2016-03-11, 16:45:54
Reply #24

K u r a i

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Dubcat... I experimented with your technique and Maru's Noise Map and Frankensteined his with yours to produce something I was happy with.
I still don't know what's going on.... but it pointed me in the right direction. Thanks.

Unless you're trying to recreate puddles on the wood, you need to map glossiness and bump on wet material as well. Just make sure that wet material has a little bit darker diffuse and a little bit brighter glossiness. I did quick and lazy setup to show what i'm talking about. Of course, it's better to control maps by color correctional nodes or by modifying texture externally, instead of changing map's amount like i did.

Thanks for the reply.... and the info.
Really helps the scene (alot) when you have a wet look. I noticed you posted a wet tarmac sample.... which is useful.

What I want to master next is vertical wood or concrete. Where the rain has wet the top of a structure, while the bottom is dry. Any tips on this problem...?

2016-03-11, 16:52:40
Reply #25

K u r a i

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Yes, I am preparing two videos, one about Daylight, the other about materials. Although I would love to make the second one when Corona gets rid of the glossiness curve, which makes any "rules" wrong :- (
today we started working on it

What... you started working on Glossiness curve or vid tuts?

2016-03-11, 16:54:31
Reply #26

Juraj

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What I want to master next is vertical wood or concrete. Where the rain has wet the top of a structure, while the bottom is dry. Any tips on this problem...?

You have to paint such (B&W) mask manually in Photoshop. And either use it as glossiness map, or Dubcat's approach (better, more flexible), as mask in blend material between dry and wet version of same material.
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2016-03-12, 05:08:14
Reply #27

dubcat

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Dubcat... I experimented with your technique and Maru's Noise Map and Frankensteined his with yours to produce something I was happy with.
I still don't know what's going on.... but it pointed me in the right direction. Thanks.
I'm happy for you, keep it up ! :)

today we started working on it
RIP underwear, best news this year :D
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2016-03-18, 12:04:46
Reply #28

maru

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What I want to master next is vertical wood or concrete. Where the rain has wet the top of a structure, while the bottom is dry. Any tips on this problem...?

Some ideas: top/bottom material or Corona's AO. Maybe a creative use of both?

2016-03-18, 12:25:00
Reply #29

K u r a i

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What I want to master next is vertical wood or concrete. Where the rain has wet the top of a structure, while the bottom is dry. Any tips on this problem...?

Some ideas: top/bottom material or Corona's AO. Maybe a creative use of both?

Many thanks for the reply. I will check them out.
I spend weeks in Max designing a good model only to let things down by little details. All help is appreciated.

Also, I just posted a new thread on "Render Size". Maybe you can shed some light on this topic?

2016-03-19, 09:15:41
Reply #30

K u r a i

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Maru.... I have enclosed some pics of what I am working on.... Shipping Container House.
I downloaded your material, put it in the Mat editor... but, I don't know what to do with it. Looks an interesting technique though.

These pics are post processed. I am going to put them in PS and use a Wacom tablet to add grunge to the edges of the rust. Though I would rather do
this in the future in Corona. Hence, the above.

« Last Edit: 2016-03-19, 19:25:16 by K u r a i »

2016-03-20, 23:07:49
Reply #31

JacopoGrosso

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Maru.... I have enclosed some pics of what I am working on.... Shipping Container House.
I downloaded your material, put it in the Mat editor... but, I don't know what to do with it. Looks an interesting technique though.

These pics are post processed. I am going to put them in PS and use a Wacom tablet to add grunge to the edges of the rust. Though I would rather do
this in the future in Corona. Hence, the above.

It really like the effect, it seems that it just rained!

2016-03-21, 01:01:06
Reply #32

K u r a i

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Thanks. But, I could not have done it without the help and knowledge of others.... on this thread.
Once I put it into Photoshop I will enhance it further with puddles.
















2016-03-21, 11:50:46
Reply #33

maru

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The pictures are pretty low res, but look very nice! There is nothing wrong in learning from others, especially if they are happy to offer their help. It's good to see how you used our tips to produce something much more detailed and better looking. Great work, I am curious about the final shots.

About my materials from previous post - you should be able to simply assign them to your objects and see what happens. Then you can experiment with different values, replace colors with textures, etc...

2016-03-21, 12:38:47
Reply #34

K u r a i

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I will upload the pics high res once I have processed them in PS to the Gallery.
Still alot to do. I can do in PS what I cannot do in Corona.... yet.

Dubcat explained how to use your material.

Maru... I noticed you are always eager to help and have a pleasant manner. And I very much appreciate any help given.... it cheers me up.... and helps me feel part of a community.... rather than a bug that needs to be squashed. Ha ha :)))

Poland seems to be a happening place at the moment. I don't know if you watch the YouTube channel LEVEL UP..... about digital art.
Those guys come from Poland too. Maybe you all drink at the same bar?

2016-03-21, 12:53:01
Reply #35

maru

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Maru... I noticed you are always eager to help and have a pleasant manner. And I very much appreciate any help given.... it cheers me up.... and helps me feel part of a community.... rather than a bug that needs to be squashed. Ha ha :)))
Thanks, I enjoy helping others if I can, mainly because I know that it's not easy to find specific information that would help, and I understand that a direct hint from a human being is much more useful than anything you can google out.

Quote
Poland seems to be a happening place at the moment. I don't know if you watch the YouTube channel LEVEL UP..... about digital art.
Those guys come from Poland too. Maybe you all drink at the same bar?
Yup, Poland has a strong CG community.
Right now I live in a really desolate place, so I hardly ever go out for a beer. ;) Recently it's also hard for me to find time for this.

2016-03-21, 17:09:23
Reply #36

K u r a i

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What I do every now and again... is have not 1, not 2, but three beers at home.... :) wow!!!

I must add that I don't drink much and I am a complete lightweight.... but... the icing on the cake is I listen to all my old music from
the 1980's & 1990's... when music was music. And sing at the top of my lungs. Helps clear the cobwebs.

I don't get out much too.