Wet surfaces get more saturated because the specular is "moved" to the water surface and they get darker because light keeps bouncing inside the water volume therefore loosing energy.
Is there a way TO NOT touch the base roughness of the texture onto which the wetness effect is being applied? Right now the wet-maps take over the entire roughness setting...
Bit of a shame I couldn't get this to work on blender 3.5. Was really hoping to be able to use this on a beach scene I'm working on but so far no dice. Seen plenty of people do beach scenes but almost all of them just showcase the wetmaps but don't explain how they pulled it off.
I tried to recreate this scene with a ball bouncing on a plane since it is no longer available to download. I then followed the video exactly to 4:49 but other than the ball bouncing nothing is happening.
Good Video, but I have two minor things you might want to add: first, why didn’t you set the image sequence node from color to non-colordata? And secondly if you have water spilled wouldn’t it be smart to add an adaptiv subdivision surface modifier and use the wet map as an input for the displacement output of cycles materials?
Cool video man, I always wanted to know dynamic paint better and especially weight paint of a crashing objects that you can use for fire, like and falling aircraft that explodes and crashes on the ground but with realistic fire results. I never got decent results on that :D This video made me think of changing the roughness type like in the glossy node which also effects the specular. That would be awesome so the principled shader would be even more powerful :o
Awesome tutorial! Would it be more accurate to make the ball a softbody instead if using the proximity option? Also how did you make to ball bounce like that without any keyframes?
After a bit of experimentation here's my result: ua-cam.com/video/Ic4H83KyJ0M/v-deo.html It could use a bit more work I think but the concept works pretty well. An alternative route might be to make actual physical water using displaced geometry, but this is much easier.
4:29 had me worried for a second that my GPU was dying. >_
ME TOO me too
Holy cow. What happened to the video there?!
Me too! xd
encoder failure you can see the different mpeg frequencies in there in every block
Glad it wasn't just me then - Not quite a new card I've got...
Maybe you should use the wet map as a normal input to cuz water has some density when it's slides just a tad though.
That's definitely another layer of realism you could add! I did that in the render displayed at the beginning of this video.
Wet surfaces get more saturated because the specular is "moved" to the water surface and they get darker because light keeps bouncing inside the water volume therefore loosing energy.
the license you’re looking for is public domain
That's the word! My on the spot thinking isn't to sharp sometimes 😅
Folks, you can get rid of the sub div modifier on your mesh once you've baked the maps and applied them. :,) such a lovely tutorial
Is there a way TO NOT touch the base roughness of the texture onto which the wetness effect is being applied? Right now the wet-maps take over the entire roughness setting...
Never mind, I got it! (Multiply Node that goes into Roughness up to 1)
In his swimming pool scene, the wet map expands a bit after the ball stops rolling.
Bit of a shame I couldn't get this to work on blender 3.5. Was really hoping to be able to use this on a beach scene I'm working on but so far no dice. Seen plenty of people do beach scenes but almost all of them just showcase the wetmaps but don't explain how they pulled it off.
I tried to recreate this scene with a ball bouncing on a plane since it is no longer available to download. I then followed the video exactly to 4:49 but other than the ball bouncing nothing is happening.
You only show how it’s work where are the designs what u make I’m interested how the finish design looks!! 😊
14:40 you could also just press ↔
PS you meant to say; Subscribe to cgcookie and than get the link to the file?
amazing stuff
Oh, that's a cool tip!
Wow,that render is soooo cool ..
Great tutorial!! I expected to see a final video/animation but very good tutorial anyway 👍
This boy is really handsome.
could we get an update???? its been a little bit!
This is really helpful ,
Aw, you should have finished off with a final animation, dropping fifty wet balls onto the surface while the camera panned around it.
a full rendered animation?
Still relevant 10/10 👌🔥❤🤓🙏
I can't get it to work in 2.8. No paint no nothing.
It works in eeve or Only in cycle
Is there any way to apply the wet map dynamically without exporting the maps, by baking or something?
What's your machine rig?
the cycles render preview updates super quick
Thanks for your always up-to-the-point tutorials. I really love them.
Next episode. How to create realistic muzzle flashes.
Good Video, but I have two minor things you might want to add: first, why didn’t you set the image sequence node from color to non-colordata? And secondly if you have water spilled wouldn’t it be smart to add an adaptiv subdivision surface modifier and use the wet map as an input for the displacement output of cycles materials?
"Water usually doesn't evaporate that quickly."
* makes air quotes * "usually" XD
Nice tutorial, good use of implementing the material.
Whats his laptop setup? Looking to get a new PC and a Laptop seems like the possible route.
i think animating the radius of the brush would be cool. have it a bit bigger while the ball bounces and then shrink it for the rolling part.
this is great and all but how do I just draw some wetness onto the surface? lol
Cool video man, I always wanted to know dynamic paint better and especially weight paint of a crashing objects that you can use for fire, like and falling aircraft that explodes and crashes on the ground but with realistic fire results. I never got decent results on that :D
This video made me think of changing the roughness type like in the glossy node which also effects the specular. That would be awesome so the principled shader would be even more powerful :o
Wow Amazing Video,
But what happened at 4:29?
Awesome tutorial
I'm enjoy this video
You could keyframe the proximity values too ;)
thanks! very good explained!
Very good explained. I will use it soon.
I saw two people who looks exactly look like you
Can you make rain in blender using cycles please?
Very nice stuff
Great tutorial subbed !
Really nice photorealistic result! Great work :)
1st minute plus just wasted time.
So passionate about wetness.
Awesome tutorial! Would it be more accurate to make the ball a softbody instead if using the proximity option?
Also how did you make to ball bounce like that without any keyframes?
He's used keyframes. Just take a closer look to the timeline
@@manollobango oops I didn't see, thanks!
Great tutorial bro
fantastic tutorial. thanks
Great tutorial!
The render is awesome
Awesome!
WOw sweet example., but that bouncing sound reminds me of something... a bit awkward ;)
lol! the intro
This is a really cool feature! Just a thought, what if the wetmap was put into a clearcoat with a bump map? I think Imma try this real quick . . .
Let me know how it goes! I'm curious to see what your results look like.
Yes me too!
After a bit of experimentation here's my result: ua-cam.com/video/Ic4H83KyJ0M/v-deo.html
It could use a bit more work I think but the concept works pretty well. An alternative route might be to make actual physical water using displaced geometry, but this is much easier.