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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.
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