Options
Go to last post Go to first unread
DavidGB  
#1 Posted : Wednesday, October 14, 2026 12:44:17 PM(UTC)
DavidGB

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 87

Thanks: 7 times
Was thanked: 39 time(s) in 30 post(s)

Has anyone got any good material settings/presets to make a wet Dicktator (G8M), particularly the shaft? Yes, I've got the Pumping Pole Palette and tried the presets in the Reflectivity folder, but they barely make a difference, I've got  a Dicktator, glans in a Golden Palace (attached to a G8.1F), supposed to be coming out, where part of the point of that render is supposed to be the shaft now looks wet as opposed to the just as it's going in shot before. But i've got a nice, sweaty G8M character, a nice sweaty G8.1F character, even a nice wet/sweaty looking GP, but a dry Dicktator shaft, which the PPP presets barely affect, and in as much as they do, so NOt make it look wet, just slightly plastic.


Zeppelin  
#2 Posted : Thursday, October 15, 2026 11:06:19 AM(UTC)
Zeppelin

Rank: Advanced Member

Joined: 3/14/2013(UTC)
Posts: 415

Thanks: 545 times
Was thanked: 159 time(s) in 134 post(s)

These settings to the Dictator shell will give you a wet look


Zeppelin attached the following image(s):
WetSettingsforDictator.jpg
thanks 1 user thanked Zeppelin for this useful post.
PhantasyMaster99 on 10/17/2026(UTC)
DavidGB  
#3 Posted : Thursday, October 15, 2026 4:17:00 PM(UTC)
DavidGB

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 87

Thanks: 7 times
Was thanked: 39 time(s) in 30 post(s)

Thanks ... but I'm getting a weird effect i don't understand. Looking straight down from above, Dicktator horizontal so looking at its top, Pumping Pole Palette setting applied, I put in your settings, and on rendering in Iray a get a great looking wet strip along the Dicktator, but ony a strip. The left side that can be seen and a little way in from the left on the top, it looks dry. Then there's the wet-looking strip, the full length but a bit less than a quarter of the width, which runs as far across as a displaced vein, then dry the remaining over half of the width all the way to the right. I haven't got as far as understanding the theory of dual-lobed specular, but I feel there must be some map restricting the effect, but the only map in that section is a PPP roughness map that looks symmetrical, left to right.


Hang on, on the roughness map is it the white or black bit that's going to be wet? If it's black ... I'll just try changing the map ...


Zeppelin  
#4 Posted : Thursday, October 15, 2026 4:38:48 PM(UTC)
Zeppelin

Rank: Advanced Member

Joined: 3/14/2013(UTC)
Posts: 415

Thanks: 545 times
Was thanked: 159 time(s) in 134 post(s)
Not sure, I don't use Pumping Pole, just Cocky Clackers Maybe Meipe can advise
DavidGB  
#5 Posted : Thursday, October 15, 2026 7:05:12 PM(UTC)
DavidGB

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 87

Thanks: 7 times
Was thanked: 39 time(s) in 30 post(s)

Well, I had next to no understanding of these shaders and what the parameters do. But I've now found that some of what I was seeing was down to the lighting and the displacement map ... and after some experimenting I'm getting a vague grasp of this dual-lobe specularity, and a lot of the issue was the particular pumping pole palettes specular roughness maps loaded. After some experimenting with roughness maps and values, starting from your settings I'm getting what i wanted. So thanks for pointing me in the right direction of what i needed to try to understand.


thanks 1 user thanked DavidGB for this useful post.
Zeppelin on 10/18/2026(UTC)
Meipe  
#6 Posted : Friday, October 16, 2026 4:52:25 AM(UTC)
Meipe

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 1,591

Thanks: 1344 times
Was thanked: 1520 time(s) in 754 post(s)
DavidGB  
#7 Posted : Friday, October 16, 2026 8:53:10 AM(UTC)
DavidGB

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 87

Thanks: 7 times
Was thanked: 39 time(s) in 30 post(s)

Originally Posted by: Meipe Go to Quoted Post
There are some cummy wetness options here:
https://www.renderotica....sku/59021_Texture-Wizard


Not wanting cummy yet - image sequence telling story, Dicktator's just been in the Golden Palace first thrust, withdrawn showing shaft which should now be wet from her vaginal arousal fluids but not cummy at this point. But now I've been pointed to trying to understand the effects of the specular lobe roughness maps I'm getting there.


But ...


Aaaaagh! I have Texture Wizard but had forgotten about it because it's not in the Dicktator folder in the content library, or even in Genesis 8 Male. (I've been collecting your products for years with the intention of using them, but am only now doing so for the first time, and my memory is fogged by pain medication side effects from disability, so I forget what i bought last week, let alone years ago.) And you've got a preset for the male character I'm using, after the time I've spent failing to get a good match with PPP. I just need to go bang my head on a wall ...


Ah, problem ... I'm using the Genesis 8 Male Lee7-for-Lee8 product (FBM and materials, not FHM). You've actually got a Lee 7 preset in here, but I'm reading your instructions pdf and it says the character presets will only apply if the main figure is the one the character is designed for, so because the Lee7-for-Lee8 is on a G8M not a G3M your Lee 7preset is not going to apply, then. Well, I'm sure I can work around that - just look in the .duf for the settings. Or load a G3M, then save a material preset off the Dicktator shell to sue with G8M. Oh, do i actually have the G3M Dicktator? Can't remember.


DavidGB  
#8 Posted : Friday, October 16, 2026 10:33:07 AM(UTC)
DavidGB

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 87

Thanks: 7 times
Was thanked: 39 time(s) in 30 post(s)

OK, I'm sure I'm doing something stupid and missing something simple, but ...


I did buy the G3M Dicktator years ago, updated it to v3. OS I've got my scene with a G8M with Lee7-for-Lee8 materials with Dicktator and shell, currently a PPP material on the shell, and a G8.1F with Golden Palace, posed away from the centre. Loaded, temporarily, a G3M Lee7 into middle of scene, added G3M Dicktator and shell, mat copy script didn't work (DS6 and haven't looked for update) but doesn't matter because I'm not using it. Loaded Lee 7 preset from Texture Wizard onto G3M Dicktator shell and modified it.


Then something goes wrong. I save a material preset from that Dicktator shell, select the shell of the G8M Dicktator and apply that preset saved off the G3M one to get the Lee7 TW material on the DIckatator shell on my Lee7-for-Lee8.


Nothing. No change on the G8M Dicktator shell.


Do material presets from the G3M shell not work on the G8M one? In that case I'll have to save a shader preset off each surface. Grrrr.


 


DavidGB  
#9 Posted : Friday, October 16, 2026 11:09:42 AM(UTC)
DavidGB

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 87

Thanks: 7 times
Was thanked: 39 time(s) in 30 post(s)

Oh. Having started going through saving a shader per surface, my brain works very slowly but it belatedly figured the obvious - load the G3M Dicktator shell material into my text editor of choice and do a global search-and-replace-all to replace every G3M in the .duf with G8M - one click, save, apply to G8M Dicktator shell, boom, worked.


But it doesn't match the Lee7-for-Lee8 skin. Must be different material/shader settings on G8M Lee7-for-G8M to G3M Lee 7 or something. Back to my best PPP effort, I suppose. Never mind, I'll shut up now.


PhantasyMaster99  
#10 Posted : Saturday, October 17, 2026 6:02:06 AM(UTC)
PhantasyMaster99

Rank: Advanced Member

Joined: 4/9/2021(UTC)
Posts: 41

Thanks: 8 times
Was thanked: 6 time(s) in 4 post(s)

One method is increasing the opacity over 100% or creating a mini-spotlight. But yeah, sometimes the reflection is very hard (LOL) to make out, especially on Caucasians in poor lighting. Another thing you can do is adjust the values that Zeppelen graciously provided (and I will be adding to my own toolbox) in their screenshot.

The easiest route is to buy Thunder3D's USM 2 for G8-8.1M and apply the sweat texture on Diktator (really great product btw). He provides instructions for how to do this. I've also found that some oil shaders can give good results if put on a geoshell with the opacity turned way down. If you do your own shell, make sure the shell's opacity map doesn't change after applying the shader. Non-liquid shaders work best in most cases; Helena's Water Shaders includes an Oil shader that works well this way, or just plain olive oil with the coloring adjusted can do the trick.

In most cases, I find the easiest fix is to either adjust the lighting to make sure light shines directly on the area or increasing the opacity beyond normal limits



Hope one of these helps! ;-)

Edited by user Saturday, October 17, 2026 6:07:59 AM(UTC)  | Reason: Not specified

DavidGB  
#11 Posted : Saturday, October 17, 2026 9:36:42 AM(UTC)
DavidGB

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 87

Thanks: 7 times
Was thanked: 39 time(s) in 30 post(s)

Yeah, I've got the USM 2 sweat product (and the full USM 1.2 inc. sweat). During the many years of not rendering but thinking/hoping  i'd get back to it someday, I kept my eye on the stores and bought things I thought I'd want, so I've had many of these things sitting in my library for years without ever using them - like Dicktator with PPP and Texture Wizard, Golden Palace with add-ons, and a whole bunch of different sweat products. For body sweat, when i started BDATB1 to post on DA, I tried rendering the same picture again and again just with different Sweat/wet products (that are for G8F): both USM versions, a Sickleyield one, V3Digitimes, SimonWM, KindredArts, db-xxx, DragiHadzitosic, more than you can shake a stick at. I think I settled on USM as my 2nd favourite, and actually it's used in quite a few of BDATB1. I was having a lot of trouble (still am) with lighting that scene given the set I'd unwisely (from the lighting point of view) chosen, was having to re-light almost every render in the story sequence, and am painfully aware that if someone looks, given the incident in the image sequence plays out in one location over just a couple of minutes, the way the shadows change direction image to image makes absolutely no sense. But for some reason my favourite G8F sweat effect - Squarepeg3D's Mapped Glisten for G8F and Futalicious - just wasn't working in some of those images so i swapped to USM 2 as my backup, and a lot of BDATB1 has Freya in USM 2.


in BDATB2 I've been trying to get some kind of grip on this. Now, it does move to different locations, but i am trying to keep the lighting consistent within each location and avoid any re-lighting in the same location to preserve some kind of reality. I did resort to adding a 'sweat light' in just one specific part of one set. And I've stuck to SP3D's Glisten sweat except for just two - the body conditioning two in the dojo where again the SP3D's glisten just failed to show up for reasons I couldn't figure out, even with added extra light, and those two only do use USM 2.


But the Dicktator! It's in a sequence where he's just thrust in the first time, this is when he pulls the shaft - but not the glans - out, and I'd actually written in the bit of accompanying text while it was rendering how the shaft was now wet. But as the render converged ... it wasn't! And I'd used the PPP reflectivity settings so assumed it would be! Hence panic post here. And it couldn't just be the light because it's a close in render where one can see the Golden Palace the glans is still in and some of her thighs and lower abdomen framing the Dicktator shaft, and they're all very SP3D Glisten sweaty. (And I did try adding a 'wet light' but couldn't get that to help.) So ...


But problem solved -ish. Rather over-solved. Zeppelen's settings initially produced a partial effect, but that led me to experiment on certain material properties I didn't understand at all (which was most Iray material properties). Tricky, because my memory issues mean I immediately forget what the last change did or which parameter i'm supposed to be varying, but looking at the parameters Zeppelen's settings appeared to target, then playing with the dual-lobe specular roughness, with lots of changing one parameter at a time and re-rendering, I started to understand what that does, what visual effect changing the settings produces, and managed to modify Zeppelen's settings and get a wet dick shaft! Preset saved. Taking this new semi-understanding I then re-applied a PPP reflectivity preset as I'd originally used with no visible effect, and modified the dual lobe specular roughness and got another, different actual wet dick. Different preset saved. And THEN ...SP3D's Mapped Glisten for G8F and Futalicious isn't quite what it says it is. It basically just adds mapped metallicity and top-coat to whatever materials are being used on the G8F, but first he saved it from a G8.1F, and it doesn't work on G8F!, only G8.1F (G8F torso surface re-named to Body in G8.1F by DAZ, and while DS willl automatically apply the Torso surface in a G8F preset to G8.1F's body surface, it doesn't work the other way round.) I edited the .duf in a text editor to get a version that works on both 8 and 8.1. Because I like the effect (even had a comment on DA particularly liking the sweat on one of the images) I've then run the maps through Map Transfer (G8M UVs are close to G8F's but not exactl the same) and edited the preset .duf again to produce a G8M version (also works on G8.1M as long as using the G8M UVs) so G8/8.1F and G8/8.1M cna get sweaty together. But there's the Futalicious part, claimed to be a shader preset 'should be useable on other genetalia' as the maps are just general squares for that, so useable on Dicktator, Golden Palace etc - but it isn't. It's a Futalicioua material preset, and includes a few other channels other than the relevant metallicity and top-coat, using maps from products I don't have that were obviously in use on SP3D's Futalicious when he saved it and were included in error, and even has a wrong path to one of this own maps! Bit of surgery in the text editor and then saving a preset that IS only the channels it's supposed to be, I now also have an SP3D Mapped Glisten Dicktator preset that works, and cna be applied on wahtever DIcktator material is on the shell.


So I've now actually got three different working wet dicks - modified Zeppelen, modified PPP Reflectivity, and SP3D Mapped Glisten! And understand how to manually change the degree of effect and e.g. use the roughness maps in PPP to vary how far down the shaft the wetness extends. Unfortunately, for me having choices is a bad thing, as I find it hard to make them through the brain fog.


Oh - I should say that I'm NOT saying there' anything generally wrong with either Zeppelen's settings or the PPP Reflectivity ones. The issue's just in THIS particular set-up and I'm sure the issues are largely dependent on the lighting in this particualr case, but I didn't want to radically change the lighting due to it being  render in a sequence telling a story.


Zeppelin  
#12 Posted : Sunday, October 18, 2026 12:57:53 PM(UTC)
Zeppelin

Rank: Advanced Member

Joined: 3/14/2013(UTC)
Posts: 415

Thanks: 545 times
Was thanked: 159 time(s) in 134 post(s)

Originally Posted by: DavidGB Go to Quoted Post


Oh - I should say that I'm NOT saying there' anything generally wrong with either Zeppelin’s settings or the PPP Reflectivity ones. The issue's just in THIS particular set-up and I'm sure the issues are largely dependent on the lighting in this particular case, but I didn't want to radically change the lighting due to it being  render in a sequence telling a story.



Yes the lighting is very important. Some scenarios give you a good wet look, while others may not produce much a shine at all. You have to experiment and save your light presets with the best examples. Sounds like you have it covered


DavidGB  
#13 Posted : Sunday, October 18, 2026 1:35:30 PM(UTC)
DavidGB

Rank: Advanced Member

Joined: 9/15/2012(UTC)
Posts: 87

Thanks: 7 times
Was thanked: 39 time(s) in 30 post(s)

The big problem was this was one render in a sequence telling a story. First one I did I had real orobmes lighting it as the characters moved round the set, ended up re-lighting many bits, and became very conscious that as a conscious  that , as a sequence, the lighting made no sense, shadows wildly changing direction etc. I was trying to avoid that this time, so was trying not to change the lighting in obvious ways between the renders in the sequence. But managed that in the end with your settings as a start point, and inspiring me to get a bit of a grip on what dual lobe specular roughness maps do, so thanks very much for the help.


Users browsing this topic
Guest
Forum Jump  
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Powered by YAF.NET | YAF.NET © 2003-2026, Yet Another Forum.NET
This page was generated in 0.417 seconds.

Notification

Icon
Error