Same wet cloth and wet skin shader by mifdesignOpen full image in new tab
eekdog 3:52PM | Wed, 27 April 2022
Brilliant work again Marius. POV is a neat one. And beautiful all around. ❤🍻
mifdesign 10:01PM | Wed, 27 April 2022
I love you too, my dear Steve. Thank you very much for the wonderful words, my dear friend.😊💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰
I was loking to achieve more, one one hand it's a couple minutes render time without denoising, I was quite happy because refraction and volumetric shaders usually add some visible noise which tend to stay there.., that's embarassing when they are present..
Darkglass 4:38PM | Wed, 27 April 2022
Always impressed with your constantly improving workflow... love all the little water droplets if not a little hard to see, looking forward to seeing more....!!
mifdesign 10:16PM | Wed, 27 April 2022
I love you too, my dear Darkglass. Thank you very much for the generous words, my dear friend.😊💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰
Water droplets there are 3D, no bumps, no paralax jokes - even those look quite nice😂 - while there are no added meshes or second skins. I haven't even added more layers to achieve that. I shall try to get even more droplets and water patches.
mifdesign 12:47PM | Fri, 29 April 2022
Thank you very much for the wonderful words, my dear Savino.😊💖💖💖💖💖💖💖💖🥰🥰🥰🥰🥰🥰🥰
mifdesign 12:48PM | Fri, 29 April 2022
I love you too, my dear Philippe. Thank you very much for the generous words, my dear friend.😊💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰🥰
MollyFootman 12:57PM | Fri, 29 April 2022
Still coming along pretty well, Marius. On the arms some of the droplets still look like sand or dirt. I'm still stunned that you are not using layers. =)
mifdesign 1:34PM | Fri, 29 April 2022
I love you too, my dear Molly. That's the point hon, I'm trying to bring new implementations, not providing just another flavour of the same algorithm. The displaced area takes only a few polygons, thus the lack of smoothing, proper riquired height - even it can be controlled through a variable it's still not the best I need - are factors that detrmine the look in a nasty way (the lack of acquiring enough info from even large bounces/hit rays numbers) the outcome and how the material is interpreted in that specific area are quite a pain in the neck/whatever. The granularity ray hits provide and vectors computing are not helping too much, even they are orders of magnitude better than they used to be. Not to mention I've noticed shifts for some data overloading behaving funny to say so. I'd better stop, I can be quite boring sometimes.😊💖💖💖💖💖💖🥰🥰🥰🥰🥰