Category: mental ray > Materials
Shader Family: Surface Material
Wet objects have a significantly different appearance than dry objects: some have more saturated colors, others acquire a specular highlight. The Wet shader facilitates the creation of this effect by swapping textures for surfaces that are wet.
If the camera enters the water, the textures must be reassigned because the objects that are underwater will no longer be seen through the surface of the water. In this case, the dry-looking texture must be placed on top of the wet-looking texture. Also, the Wet shader should be removed from the wet-looking texture and applied to the dry-looking one instead, since this is the texture that the submerged camera would be seeing through the surface of the water.
Name |
The name of the shader node displayed in the render tree. Enter any name you like, or leave the default. |
Dry |
Used as the color if an object doesn't have the WaterSurface or Stain shaders applied. |
Wet |
This is specified by either the WaterSurface or Stain shaders. When an object is seen through the surface of an object which has either the WaterSurface or Stain shader applied, the wet object will display its Wet color; otherwise the Dry color is used. In the case of the WaterSurface shader, you must select the Stain Underneath option. |
Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License