xpdev opened this issue on Feb 26, 2014 · 85 posts
In the above shader (see image), the fbm-node creates those areas, where specularity is high (white is extremely wet, water puddles on your skin) or lower (black), because I reallized that even under a shower the skin is rarely completely covered with water (specularity). The Turbulence node has settings to create the water drops in a desired amount and size. The drops are actually fakes, they are not transparent at all. However I reallized, that if you don't come too close, all that matters is the displacement (which also fakes refraction) and the specularity (so the drops must be glossy to look real). So the color math node combines wet areas (without drops) plus the water drops, to decide where to put specularity and where not. Oh, I forgot to mention, in the screenshot of the shader, you may reallize, that the scale of the fractals is slightly higher (0.8) for the y axis than for the other two axis (0.5). This makes the created areas which are covered with water more 'lengthy' in the vertical axis, like gravity does on a water puddles on your skin under the shower.
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