Wet Looking Materials
By Neil Blevins
Created On: June 11th 2002
Updated On: Dec 14th 2024
Software: Blender or 3dsmax (vray)

What makes a material look wet? Or gooey, for those of you who love to make slimy creatures. Well, first, lets look at the problem at the most basic level. An object looks wet because the surface of the object has a thin sheet of water over top of it. So what makes water look like water?

So the main two features of a wet surface vs a dry surface is a darker color and a strong specular highlight.

Reference

If you look at these rocks, you can see the diffuse component of the rock, and over top you can see nice sharp specular reflections of its environment (slightly distorted by the bumps on the rock). Since this rock in its natural state would have almost no specular reflections, the viewer, upon seeing the rock, would assume it to be wet. It's always easier to make something look wet if the object has no specular component to begin with.



Although I have no photo of a dry rock, you'd find the dry rock to have a slightly lighter color than the rocks in the photos above.

Here's another example image, this is a carrot, half of which is wet, and half of which is dry. Notice the differences in the wet and dry sides, the surface has a strong specular highlight (a reflection of the nearby window) and the color is slightly darker and more saturated.

Wet Carrot

One more example, some seedweed I found on the beach:

Seaweed Reflections

Software Agnostic Material

This type of material is sometimes refered to as an Overcoat, which means 2 materials mixed together in some fashion. So for example, your base material might have specular reflections, but the water on top also has reflectivity, and so the result is one reflection sitting on top of the other.

So to make something wet, we need to do 2 things...
Blender Example

The Principled BSDF shader has controls for this exact thing, it's called "Coat", as in this reflection is coated on top of the base material.



So say you have a rock material on a boulder...



Under Coat, add a weight of 1 and IOR of 1.6 to get water reflectivity on top...



And adjust the Tint to a dark grey to simulate the surface under the water getting darker.



One last issue. Right now the spec is covering the bump in the rock texture, as though the water layer is really thick. Maybe that's what you want, but if you want a thinner looking sheet of water that's being affected by the rocky bump, hook the bump map from your rock into the Normal of the Coat.



3dsmax (vray) Example

The default VRayMtl has controls for this exact thing, it's called "Coat", as in this wet reflection is coated on top of the base material.



So say you have a rock material on a boulder...



Under Coat, change coat amount to 1.0, keep IOR at 1.6. Here's the resulting wet rock...



This already looks pretty good, but we also want the rock to darken where the wetness is. That's what the Coat Color parameter is for, that reduces the brightness of the diffuse under the coat. So change the white color to a darker grey...



One last issue. Right now the spec is covering the bump in the rock texture, as though the water layer is really thick. Maybe that's what you want, but if you want a thinner looking sheet of water that's being affected by the rocky bump, check the "Lock coat bump to base bump" checkbox.



Now the wet specular is affected by the rock's bump map.



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