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#401518
Using procedurals, one can obtain a fairly realistic simulation of water on a surface with three layers; a material that could be useful to render outdoor products... 1: The Angström effect darkens non-smooth humid and wet surfaces. 2: The relief of a surface gradually disappears under water. 3: A surface remains visible underneath the water if the latter is shallow and is no dirty suspension. 4: Wind can slightly disturb the water and thus the reflections. A problem is simulating tiny stones that might cover a surface, because they will protrude through the water and will be drier or only slightly wet, and not very reflective.

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#401522
Andreas Hopf wrote:
Thu Oct 13, 2022 1:00 pm
Using procedurals, one can obtain a fairly realistic simulation of water on a surface with three layers; a material that could be useful to render outdoor products... 1: The Angström effect darkens non-smooth humid and wet surfaces. 2: The relief of a surface gradually disappears under water. 3: A surface remains visible underneath the water if the latter is shallow and is no dirty suspension. 4: Wind can slightly disturb the water and thus the reflections. A problem is simulating tiny stones that might cover a surface, because they will protrude through the water and will be drier or only slightly wet, and not very reflective.

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IMPRESSIVE~! ....no need to think about going to another system, judging by your work I'd stay with Maxwell.
....and maybe this could become one of your useful Youtube tutorials :-)
#401524
Improved MXM pertaining to the aforementioned four criteria. Here's the MXM https://www.dropbox.com/sh/g9eczkdltgec ... gDFxa?dl=0, and the asphalt base texture is free at Poliigon https://www.poliigon.com/texture/city-s ... d-002/2563; the HDR image can be found here https://hdri-skies.com/hdri-skies/hdri-sky-403/

Now it's about wet pavement, which inevitably means manual texture painting (1 x Angström effect, 1 x water), as is obvious from the reference image above : (

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#401527
Scattered leaves can't appear submerged in areas covered in water. No good.

Using a noise texture with world co-ordinates as density map for a scatter modifier to exclude leaves from areas covered in water instantly crashes MS. Bad.

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Will there be a Maxwell Render 6 ?

Let's be realistic. What's left of NL is only milk[…]