Hot and Wet
Aug 01, 2023
Simulating the "skin flattening against wet glass" effect in DAZ Studio
was surprisingly difficult, requiring an invisible collision box for the
body and two geometry shells, the first shell positioned 3 microns
above the body surface to simulate the thin film of water without
interfering with the skin shader and the second shell 4 microns above
body to simulate the droplets with misplacement maps reaching out to
1.2mm. Finally, a highly subdivideded plate was used to simulate the
water on the glass, also with displacement. DAZ's smoothing modifier has
very low margins for error when micron-levels of precision are needed;
two few smoothing iterations results in intersection of the meshes
(which creates a "fire ring" effect when rendered) and too many dulls
the flattening effect too much.
Stats
Views
119
Favourites
4
Likes
4
Comments
0
You must be logged in to post comments. Please login or register.
Do you want to add items to list ?
>