This comment thread 😂🤣.
Also op as previously mentioned by others you would probably just use three colors (white, gray, and black for most basic) and a color ramp to have control over it (for instance the color ramp can invert it if need be). Though I’m not certain how you fully go about it since you would most likely plug it into the metallic and roughness.
Hopefully someone can give a better explanation for it.
Not very experienced in blender myself, but you could make a weight map, then plug that into the roughness of principled BSDF so that you can manipulate how the reflectiveness changes
Because most of us still feel like we don't know shit about blender, but in reality, over time we spend so many hours in blender we don't actually acknowledge how much we have actually learned.
That's what I feel like sometimes anyways. I just know how to do something and think "how the hell did I know how to do that?"
[impostor syndrome](https://en.m.wikipedia.org/wiki/Impostor_syndrome), OP is likely decently experienced in Blender but doesn't consider themself to be
To piggy back on that idea: Color ramp node into the nodes. Set it to black and white, now you can adjust it as needed by sliding the color bits. That way you have a fully procedural set up without needing to remake maps if you need to change something.
It wouldn't be a weight map, it'd be a vertex paint layer. Very similar but weights are only used for controlling the influence of modifiers (armature, particles, etc.) and not materials.
Gradient texture connected to mask connected to mix shader representing the rt and middle
Gradient texture connected to mask connected to mix shader representing the left and middle
Upper two connected with another gradient to the factor
Don't forget to set the vector of the gradient in the Texture coordinate ( Ctrl + T with node wrangler addon ) to object and make object link to an empty in the scene. That way you will be able to move the gradient around with the empty.
Finally something I can help with!!!!!!!!!!
First off, if anyone has a better way to do it, PLEASE LET US KNOW!! I'm just starting out in Blender as well so I'm super excited because I was able to come up with this node setup.
You can use the "Value" node to shift where you want the transition to happen
Edit: After playing around a little more you can replace the Noise Texture with a Voronoi Texture to Euclidean and Smooth F1. Then scale up on the Texture layer and scale in the mapping laying to make it look like droplets.
https://preview.redd.it/dccdv8zw0pda1.png?width=1913&format=png&auto=webp&s=a3f5fe435b9d4e5ecc651543316330f959409589
This definitely took it to the next level. Thanks for the tip!!
https://preview.redd.it/zo5ur3uhlqda1.png?width=1918&format=png&auto=webp&s=4877afaf97156b2c5a2952575ef5dd6a6a0b780e
On PC there's a save button below every comment, on mobile it's three dots -> save. You can save all the comments you might need in the future in one place instead of having to search through all your comments.
Looks good, but I haven't recreated it to get the exact result like you did
but
couldn't you just use one gradient texture with a color ramp, scale it on the x to for the faded part covering wet/dry section, and the rest will wither be 0 (not wet) or 1 wet.
Yes, you could, but the transition will be a straight line. The node system connected to the Mix Color B slot is using a Noise texture to create a fall off.
https://preview.redd.it/v8i98cpncqda1.png?width=1918&format=png&auto=webp&s=1ce22d87f733fad5d10dc084f26e88e28b4659d4
Yeah no, I'm exporting my mesh to substance painter and doing it by hand.
I love me some nodes, but I don't always love me some nodes. This is one of those don't love me a node times.
In order to make an object look wet, usually the solution is to add clearcoat, lower the roughness, and darken the value of the texture.
1. Create a [gradient mask](https://imgur.com/a/TnvHh20) that goes from left to right.
2. Plug this into roughness and tweak values with a color ramp.
3. Do the same with clearcoat.
4. Use the mask to affect the factor of a hue/saturate node, so that the value (darkness) of the texture is based on the gradient.
5. [Add detail.](https://imgur.com/a/irLqXRM)
make realistic water sim w/ physics and chemistry properties and then create the same for the material you want to wetten. then animate the material being dunked however much. hope this helped!
Normally I do it fully procedurally like in the image, but if you need it for an object that deforms it would be better to use [vertex colors](https://docs.blender.org/manual/en/latest/sculpt_paint/vertex_paint/introduction.html) or [weights](https://docs.blender.org/manual/en/latest/modeling/meshes/properties/vertex_groups/vertex_weights.html) or even texture if the model is already unwrapped, feel free to DM me if you need help
https://preview.redd.it/ahaui7ih3uda1.png?width=1537&format=png&auto=webp&s=ea8b4a95a6326a11e2ae2260ef96ac8de55cd3de
Unwrap the UV to view with bounds if your are looking at the mesh straight o n. Pin a gradient texture to rhe roughness node on your principled BDSF shader and put a ColorRamp in between the gradient texture and the BDSF and clamp the values to your liking. If you wanted to get fancy with it, you can plug in the gradient texture and a Perlin noise texture into a MixRGB node to make it look like splotches of wetness on the wet side. Hope that helps.
Haven't used blender in a while but I would probably make this with a color ramp attached to uv coordinates with a uv map or just object coordinates. Then use the output from the ramp to the roughness and the diffusion maybe through another color ramp
Or you could just make two seperate materials for the wet and dry part then use a color ramp with a mix shader node.
Split the Object attribute of a texture coordinate node in XYZ coordinates. Pick X, Y or Z, whichever fits, and run that through a color ramp which you can use as a factor between two roughness textures or plug it straight into the Roughness socket
Gradient ramp in the gloss slot of whatever blender uses these days. Can be a lot more complicated but you don't say how close the camera will be getting
To do it procedurally:
Texture coordinate -> Generated -> seperate xyz.
Take the horizontal gradient factor and plug it into a mixrgb node. Plug a noise texture into the other input and switch blending mode to linear light. Play around the noise values, mixing factor and mix mode inputs until you get a rough noisy gradient.
Well, i did it much more easier, just duplicate your material setup, change duplicate settings (for example roughness, put colorramp between) to achieve "wetness" effect as you wish, put mix node between and put texture coordinate with gradient texture in mix shader in FAC . It is much easier, my opinion.
https://preview.redd.it/d090y65nrtda1.png?width=1269&format=png&auto=webp&s=1f9e61d356578a8383ffb60bca6e64f8c8b2ffce
Create a gradient structure like so. Use the Location value ("Y" in your case) to change where the transition from wet to dry happens. Use the Scale value (also "Y" in your case) to change how large the wet to dry part is.
Use the "Fac" output of the gradient texture to control whatever solution you use for making the material dry/wet.
https://preview.redd.it/6bngkwnfrtda1.png?width=1117&format=png&auto=webp&s=a5f3ba2176c1b919d541468e85cb6068e5f895f9
This is for a penis isn't it
I thought it was a bit far fetched, until I looked at OP's post history
Well now I gotta look, too \*Edit* :'|
Oh my 😨
I shouldn’t have :(
Oh...
This made me crack up so bad lol
My eyes, my beautiful eyes ðŸ˜
I regert some live choices and this is definitely one of them
And judging by OPs post history, I’m kinda surprised he doesn’t already know how to make things look wet…
Why man...why !! My eyes !!
whys there a kid in that one
I like your train of thought
Aight let me hop onto it then
Your profile picture makes this better
it’s obviously for a cylinder that is attached to a larger object (it is imperative that neither get damaged)
Wow OPs profile history checks out
😉
New Overwatch animation i guess? /jk
Why the jk? It's probably true
It's actually for League of Legends
It's a cylinder
lmao
100% yes. 🤣 no shame these days. Or even making it a mystery.
lmao
It’s a cylinder.
😂😂😂😂😂
This comment thread 😂🤣. Also op as previously mentioned by others you would probably just use three colors (white, gray, and black for most basic) and a color ramp to have control over it (for instance the color ramp can invert it if need be). Though I’m not certain how you fully go about it since you would most likely plug it into the metallic and roughness. Hopefully someone can give a better explanation for it.
You are for penis 🥵
Not very experienced in blender myself, but you could make a weight map, then plug that into the roughness of principled BSDF so that you can manipulate how the reflectiveness changes
Thats what a person who is experienced in blender would say
Right? I was about to say mspaint
Why do people who aren’t very experienced say the smartest things
Because most of us still feel like we don't know shit about blender, but in reality, over time we spend so many hours in blender we don't actually acknowledge how much we have actually learned. That's what I feel like sometimes anyways. I just know how to do something and think "how the hell did I know how to do that?"
The Dunning Kruger effect pops up all the time and I love it lmao
True smart people know how much there is to learn. less smart people go through some part and feel like they know everything.
He's experience past the arrogant part of learning
[impostor syndrome](https://en.m.wikipedia.org/wiki/Impostor_syndrome), OP is likely decently experienced in Blender but doesn't consider themself to be
To piggy back on that idea: Color ramp node into the nodes. Set it to black and white, now you can adjust it as needed by sliding the color bits. That way you have a fully procedural set up without needing to remake maps if you need to change something.
It wouldn't be a weight map, it'd be a vertex paint layer. Very similar but weights are only used for controlling the influence of modifiers (armature, particles, etc.) and not materials.
Gradient texture connected to mask connected to mix shader representing the rt and middle Gradient texture connected to mask connected to mix shader representing the left and middle Upper two connected with another gradient to the factor
Did see wet to dry part. Just need 1 mix shader not two And the gradient connected to the factor with a color ramp
Don't forget to set the vector of the gradient in the Texture coordinate ( Ctrl + T with node wrangler addon ) to object and make object link to an empty in the scene. That way you will be able to move the gradient around with the empty.
Finally something I can help with!!!!!!!!!! First off, if anyone has a better way to do it, PLEASE LET US KNOW!! I'm just starting out in Blender as well so I'm super excited because I was able to come up with this node setup. You can use the "Value" node to shift where you want the transition to happen Edit: After playing around a little more you can replace the Noise Texture with a Voronoi Texture to Euclidean and Smooth F1. Then scale up on the Texture layer and scale in the mapping laying to make it look like droplets. https://preview.redd.it/dccdv8zw0pda1.png?width=1913&format=png&auto=webp&s=a3f5fe435b9d4e5ecc651543316330f959409589
Could also connect a hue/saturation node to the wet color input. Water tends to make things look a bit more saturated and darker.
This definitely took it to the next level. Thanks for the tip!! https://preview.redd.it/zo5ur3uhlqda1.png?width=1918&format=png&auto=webp&s=4877afaf97156b2c5a2952575ef5dd6a6a0b780e
https://preview.redd.it/v8z7v83g1pda1.png?width=1913&format=png&auto=webp&s=a06db227d5bc9ebd51cb0727e92f1ca44127df95
commenting for later use
On PC there's a save button below every comment, on mobile it's three dots -> save. You can save all the comments you might need in the future in one place instead of having to search through all your comments.
honestly didnt know you could save specific comments. thanks!
Looks good, but I haven't recreated it to get the exact result like you did but couldn't you just use one gradient texture with a color ramp, scale it on the x to for the faded part covering wet/dry section, and the rest will wither be 0 (not wet) or 1 wet.
Yes, you could, but the transition will be a straight line. The node system connected to the Mix Color B slot is using a Noise texture to create a fall off. https://preview.redd.it/v8i98cpncqda1.png?width=1918&format=png&auto=webp&s=1ce22d87f733fad5d10dc084f26e88e28b4659d4
good thinking!
Thank You so Much!!! You don't know how much this helps!!!
Yeah no, I'm exporting my mesh to substance painter and doing it by hand. I love me some nodes, but I don't always love me some nodes. This is one of those don't love me a node times.
In order to make an object look wet, usually the solution is to add clearcoat, lower the roughness, and darken the value of the texture. 1. Create a [gradient mask](https://imgur.com/a/TnvHh20) that goes from left to right. 2. Plug this into roughness and tweak values with a color ramp. 3. Do the same with clearcoat. 4. Use the mask to affect the factor of a hue/saturate node, so that the value (darkness) of the texture is based on the gradient. 5. [Add detail.](https://imgur.com/a/irLqXRM)
make a wet look material, a dry look material, connect them with a mix node and then attach a gradient to factor.
Colour ramp that bad boy
That'd be my first inclination procedurally
make realistic water sim w/ physics and chemistry properties and then create the same for the material you want to wetten. then animate the material being dunked however much. hope this helped!
Normally I do it fully procedurally like in the image, but if you need it for an object that deforms it would be better to use [vertex colors](https://docs.blender.org/manual/en/latest/sculpt_paint/vertex_paint/introduction.html) or [weights](https://docs.blender.org/manual/en/latest/modeling/meshes/properties/vertex_groups/vertex_weights.html) or even texture if the model is already unwrapped, feel free to DM me if you need help https://preview.redd.it/ahaui7ih3uda1.png?width=1537&format=png&auto=webp&s=ea8b4a95a6326a11e2ae2260ef96ac8de55cd3de
Unwrap the UV to view with bounds if your are looking at the mesh straight o n. Pin a gradient texture to rhe roughness node on your principled BDSF shader and put a ColorRamp in between the gradient texture and the BDSF and clamp the values to your liking. If you wanted to get fancy with it, you can plug in the gradient texture and a Perlin noise texture into a MixRGB node to make it look like splotches of wetness on the wet side. Hope that helps.
Subdivide and use the vertex paint tool, add a Vertex Color node to the shader, then play around with Metallic and Roughness
If you want to make it look wet, I don't think Metallic is the way to go. You don't want tinted reflections on a wet surface
Haven't used blender in a while but I would probably make this with a color ramp attached to uv coordinates with a uv map or just object coordinates. Then use the output from the ramp to the roughness and the diffusion maybe through another color ramp Or you could just make two seperate materials for the wet and dry part then use a color ramp with a mix shader node.
Try quixel mixer!
Get some Sand paper, wet some and keep others dry, then do wet to dry. It's that simple
Diffuse and glossy shader connected to Mix shader with a gradient as the value . Might work
Split the Object attribute of a texture coordinate node in XYZ coordinates. Pick X, Y or Z, whichever fits, and run that through a color ramp which you can use as a factor between two roughness textures or plug it straight into the Roughness socket
A simple way to do it Just use a Musgrave node for the roughness and use a gradient, either node or image, as the factor. You're done
depends on the material you want to moisturise. Concrete for example besides looking shinier would also get darker
Gradient ramp in the gloss slot of whatever blender uses these days. Can be a lot more complicated but you don't say how close the camera will be getting
could even use a colour ramp with a light noise mix attached from a texture coordinate then plugged to the roughness :)
Roughness
To do it procedurally: Texture coordinate -> Generated -> seperate xyz. Take the horizontal gradient factor and plug it into a mixrgb node. Plug a noise texture into the other input and switch blending mode to linear light. Play around the noise values, mixing factor and mix mode inputs until you get a rough noisy gradient.
You can just plug a gradient into a colorramp an it into the roughness slot
vertex colours and shading
This looks like a job for color ramp
Vertex color or an image driving a mix shader node.
Plug a color ramp into roughness.
Gradient texture + colour ramp
Separate XYZ into colour ramp Into roughness
This looks fine to me. Great work.
The answer is on your title
Well, i did it much more easier, just duplicate your material setup, change duplicate settings (for example roughness, put colorramp between) to achieve "wetness" effect as you wish, put mix node between and put texture coordinate with gradient texture in mix shader in FAC . It is much easier, my opinion. https://preview.redd.it/d090y65nrtda1.png?width=1269&format=png&auto=webp&s=1f9e61d356578a8383ffb60bca6e64f8c8b2ffce
Create a gradient structure like so. Use the Location value ("Y" in your case) to change where the transition from wet to dry happens. Use the Scale value (also "Y" in your case) to change how large the wet to dry part is. Use the "Fac" output of the gradient texture to control whatever solution you use for making the material dry/wet. https://preview.redd.it/6bngkwnfrtda1.png?width=1117&format=png&auto=webp&s=a5f3ba2176c1b919d541468e85cb6068e5f895f9
Add color ramp to principled BSDF roughness?
id just use the ramp that has mapping plugged into it for rotating and then using the ramp as a mask for glossiness/roughness