Making a character appear made out of water

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Comments

  • JaderailJaderail Posts: 0
    edited December 1969

    Here is a Ice I made with it.

    ICE-Genesis.png
    600 x 750 - 794K
  • XenomorphineXenomorphine Posts: 2,421
    edited April 2014

    Thanks for that demonstration! Epileptic looks like it's the closest to that water-based promotional image...

    Interesting that Phantom seems much the same as the spectral effect in pwGhost, but that's thankfully not the only one in that.

    There is actually one vendor who's making some ice and water-based shaders and, with some to-and-fro between us in private messages, they adapted one to have an amazingly life-like distortion effect. It'll be interesting to see how far they've progressed with it soon. What I've seen, so far, was impressive.

    EDIT: I like that ice render! Very effective!

    Post edited by Xenomorphine on
  • Richard HaseltineRichard Haseltine Posts: 100,770
    edited December 1969

    Jaderail said:
    Kyoto Kid said:
    Zawarkal said:
    I leave the inner body parts, tongue, mouth, etc at the default daz shader and set the opacity to 0. I think this has always worked for me. Could be instances where not. I do know that some other shader types even with opacity 0 would still render.

    ...again. the shader I am using overrides the opacity channel by removing it from the surfaces tab. Once I apply the shader, the setting defaults back to 100%.
    Hide ALL except the Inner mouth parts use the Polygon Group Editor to SELECT all the inner mouth parts then do HIDE, turn rest of model back on. Now in Polygon Group Editor do Delete Hidden. Pop no mouth parts, now apply your Shader and save as Scene or scene Subset. You may need to Open the mouth to get at the inner mouth but it is doable this way.

    The teeth and inner mouth already have their own material groups -don't apply the shader to those, leave them at the default and you will be able to hide them - though you'll need to keep the figure's mouth closed then..

  • zawarkalzawarkal Posts: 1,018
    edited December 1969

    Jaderail said:
    Kyoto Kid said:
    Zawarkal said:
    I leave the inner body parts, tongue, mouth, etc at the default daz shader and set the opacity to 0. I think this has always worked for me. Could be instances where not. I do know that some other shader types even with opacity 0 would still render.

    ...again. the shader I am using overrides the opacity channel by removing it from the surfaces tab. Once I apply the shader, the setting defaults back to 100%.
    Hide ALL except the Inner mouth parts use the Polygon Group Editor to SELECT all the inner mouth parts then do HIDE, turn rest of model back on. Now in Polygon Group Editor do Delete Hidden. Pop no mouth parts, now apply your Shader and save as Scene or scene Subset. You may need to Open the mouth to get at the inner mouth but it is doable this way.

    The teeth and inner mouth already have their own material groups -don't apply the shader to those, leave them at the default and you will be able to hide them - though you'll need to keep the figure's mouth closed then..

    Yes, KyotoKid. Richard has said what I was trying to say in another way.

  • kyoto kidkyoto kid Posts: 41,036
    edited December 1969

    Jaderail said:
    I have it and I have even Used it. I have so many shaders I forget which do what.

    ...bugger, I have that as well, looks like I never installed it on the new system.


    Indeed that is what I am looking for myself.

  • kyoto kidkyoto kid Posts: 41,036
    edited December 1969

    Jabba101 said:
    I had a similar idea a while back for a water guardian...

    ...nice, did you use Flink's Water for the pool?
  • JaderailJaderail Posts: 0
    edited December 1969

    LOL!! I just noticed how many ways there are to Skin this Cat so to speak. We all seem to have a different Idea and way to get there.

  • JaderailJaderail Posts: 0
    edited April 2014

    EDIT: I like that ice render! Very effective!
    Thank you and here is a Tip for the pwEffect stuff. If you create a nice shader just select any of your Mat zones and save that as a Shader preset. That will in the future apply proplery to all other content and call pwEffect for you. So you just create it once and have it forever if you backup the preset to your save files.
    Post edited by Jaderail on
  • ElowanElowan Posts: 388
    edited December 1969

    Jaderail said:
    LOL!! I just noticed how many ways there are to Skin this Cat so to speak. We all seem to have a different Idea and way to get there.

    Maybe with a spoon?

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    Tofusan's Glass shader with absorption is a good starting point if you want to use 3delight Engine inside DS http://www.sharecg.com/v/70879/browse/21/DAZ-Studio/Realistic-Glass-Shader-with-Absorption?interstitial_displayed=Yes

    As it was made with Shader mixer, you can easily customize it and eventually add ripples through displacement

  • TheWheelManTheWheelMan Posts: 1,014
    edited December 1969

    Here is the final result I came up with for this challenge.

    Title: The Water Queen

    The-Water-Queen-illustration.jpg
    1600 x 1000 - 345K
  • KeryaKerya Posts: 10,943
    edited December 1969

    Looks fascinating!

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