http://www.heartworks.me.uk/
this is the effect that i'm after for a moving organic surface i'm working with.
notice how the surface has an almost dynamic specularity to it? i cant quite seem to wrap my head around how to achieve this effect in realtime (specifically unity) as all of my tests end up looking stationary and painted on.
any help would be really appreciated in terms of how i could achieve this moving "wet" effect
Replies
Basically the effect your looking for here is just a really tight specular highlight with a complementary normal map. Also, you might want to get a fairly strong light up close to the object too.
Edit: Drats! Swizzle beat me to it
Odium, what do you mean by bump mapped env maps?
like a cubemap multiplied over the normal channel?
Also, maybe some rim lighting and SSS can help sell whatever it is you are doing?
So, what odium was really saying was "use an env/cube map".
The lighting in marmoset is based on cube maps(image based lighting), and 3point shader and Xolius both have inputs for cube maps for ambient light and reflections, so they may be a good starting point to look at. I'm not sure what sort of shaders are available for Unity but you might be able to find a basic IBL shader.
You can additionally use a gloss map to control the "blurryness" of the cube map, usually making use of the various mipmaps(lower res mip for blurrier area).