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Published: 2016-05-01 11:41:53 +0000 UTC; Views: 4129; Favourites: 70; Downloads: 0
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Description
Just like the regular preset, the sweat preset comes with PBR sweat driplines and droplets.Sweat has a very distinctive look, which we tried to replicate with this.
Gone are the days of "oily" looking skin, as the wet shader is now seperated from the actual skin shader, giving you maximum customizability for your work.
We're currently aiming to release RedSpec TGX Wet for Genesis 3 Females with two presets, "normal" and "sweat".
Both can be applied directly in DAZ Studio - no dragging and dropping of individual material zone shader presets inside of OctaneRender anymore and this whilst maintaining maximum editability - just as you've come to know it from RedSpec SSS shaders.
Currently finalizing everything up
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Comments: 22
Rivemm [2016-06-12 21:41:12 +0000 UTC]
LOVE IT!!
Seriuosly, your amaizing. I wish i have yours skills.
👍: 0 ⏩: 1
GIOVANNI-PALUMBO [2016-05-16 23:29:31 +0000 UTC]
wow love the light and that sweat is really neet
👍: 0 ⏩: 1
SiliconAya [2016-05-02 10:14:16 +0000 UTC]
The forehead looks really good.
But the legs do not, the water/sweat scale is all wrong, the droplets are way too big and look like they belong on a flat surface, not on an almost vertical surface, they would have rolled off/down a long time ago.
It looks like the droplets are the same ones used on the face, but have just been stretched over the legs and other body parts without taking into account the need for a scale change. The same goes for the density of the droplets, lots of small droplets close together works in a small area like the forehead/face, but larger areas like the legs would have seen droplets merge and roll off, take others with them along the way, aided by a higher degree of movement and therefore reducing density.
👍: 0 ⏩: 3
TRRazor In reply to SiliconAya [2016-05-02 19:35:45 +0000 UTC]
Found out what the problem was.
While setting this scene up, I switched the map to this "test map" I applied to better see the effect. This will not be included in the release.
Currently re-rendering the image with the correct map, which will be included in the release as well - will update, once done
👍: 0 ⏩: 1
TRRazor In reply to SiliconAya [2016-05-02 12:41:34 +0000 UTC]
Thanks for the input.
All material zones here have individual maps - so, no, we didn't reuse maps on body parts.
We'll look into this and have a solution at launch.
👍: 0 ⏩: 0