
Wet Hands and Fingers G8F

5.0 Stars |8 Ratings


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NOTE: DIGITAL DOWNLOAD, NOT A PHYSICAL ITEM

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Extended Use License
This item comes with our Extended Use Licensing. This means that you may use the model for both non-commercial and commercial purposes, in a variety of mediums and applications.
For full license terms, see our 3D Content Licensing Agreement
Item Details
Vendor: | Excessive |
Published: | Apr 14, 2025 |
Download Size: | 3.7 MB |
Software: | Daz Studio |
Compatible Figures: | Genesis 8 Female Genesis 8.1 Female |
dForce: | – |
Statistics
Favorites: | 20 |
Likes: | 25 |
Views: | 1,249 |
Item Ratings


5 Stars|Jul 20, 2025
nice

5 Stars|Jun 26, 2025
Thank you

5 Stars|May 18, 2025

5 Stars|May 06, 2025
People like Excessive are the gems of renderhub for they are very generous. Take notes. 


5 Stars|May 04, 2025
Great free asset, Thanks

5 Stars|Apr 18, 2025
Thank you for sharing this fantastic work! I am very grateful!!
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Wet Hands and Fingers G8F
Perhaps you're washing the dishes. Maybe you dipped your fingers in holy water to make the sign of the cross at church. Maybe you just touched some alien goop and something terrible is about to happen to you. There are plenty of wholesome, totally ordinary everyday situations where your fingers might be glistening, slippery and wet.
A set of DAZ Iray partial material files for Genesis 8 Female, that apply a variety of Top Coat settings using a grayscale mask files to give the effect of wetness on the hands in variety of combinations of one or both hands, including:
- Wet four fingertips
- Wet thumb, index and middle finger
- Whole hand wet
- Arm wet up to the elbow (!)
… for a total of 12 permutations. The material files included will apply any of these on a target figure that already has textures and materials loaded, using the TOP COAT channel of the shader onthe ARMS material selection. Before attempting to use any of these materials, **make sure that your character's ARMS are not already using the TOP COAT branch**, as any of these files will overwrite what is in place on the character in your scene. Since Top Coat is normally only used for just this type of purpose (showing wet coating on an already-textured material) it shouldn't already be in use, but check anyway.
To remove any of these partial materials included, select the character and run the !Hands Dry material file, which will un-link the mask map from ARMS/TOP COAT shader branch and reset the Top Coat Weight value to zero.
The various single-hand maps can also be blended together to mix and match if desired in an image editor very easily, just load both source images as layers into a new image file, set the top layer's blend mode to ADDITION (or SCREEN, or DIFFERENCE, or any mode that simply blends black and white images like this) and save the result to a new PNG format file in the same location as the source files. This can also be done fairly easily within DAZ Studio itself using the Layered Image Editor, and setting the blend mode of the top layer to ADD.
Caveats:
- These maps are not symmetrical (they are hand painted for each arm)
- The UV map for the G8 Female is unfortunately not compatible with the G8 Male mesh, so these masks cannot be used as-is on the G8M figures (but there is an alternate version for the male figures!)
- The UV map and material selection in this case are the same between G8F and G8.1F, so no special concern is necessary for either case
- The Top Coat feature is present by default in shaders built from the Iray Uber Base shader, and should be present in most variations, but it is possible that you might have character materials using a shader that does not support this feature. If you check your character's original ARMS materials and there is no Top Coat branch, no support is provided for this case!
- The Top Coat feature uses REFLECTION and REFRACTION in rendering, and is very lighting- and scene-dependent. If you do not have lights and/or objects in your scene for the Top Coat to react to, you will need to adjust your scene content or the material itself.
A set of DAZ Iray partial material files for Genesis 8 Female, that apply a variety of Top Coat settings using a grayscale mask files to give the effect of wetness on the hands in variety of combinations of one or both hands, including:
- Wet four fingertips
- Wet thumb, index and middle finger
- Whole hand wet
- Arm wet up to the elbow (!)
… for a total of 12 permutations. The material files included will apply any of these on a target figure that already has textures and materials loaded, using the TOP COAT channel of the shader onthe ARMS material selection. Before attempting to use any of these materials, **make sure that your character's ARMS are not already using the TOP COAT branch**, as any of these files will overwrite what is in place on the character in your scene. Since Top Coat is normally only used for just this type of purpose (showing wet coating on an already-textured material) it shouldn't already be in use, but check anyway.
To remove any of these partial materials included, select the character and run the !Hands Dry material file, which will un-link the mask map from ARMS/TOP COAT shader branch and reset the Top Coat Weight value to zero.
The various single-hand maps can also be blended together to mix and match if desired in an image editor very easily, just load both source images as layers into a new image file, set the top layer's blend mode to ADDITION (or SCREEN, or DIFFERENCE, or any mode that simply blends black and white images like this) and save the result to a new PNG format file in the same location as the source files. This can also be done fairly easily within DAZ Studio itself using the Layered Image Editor, and setting the blend mode of the top layer to ADD.
Caveats:
- These maps are not symmetrical (they are hand painted for each arm)
- The UV map for the G8 Female is unfortunately not compatible with the G8 Male mesh, so these masks cannot be used as-is on the G8M figures (but there is an alternate version for the male figures!)
- The UV map and material selection in this case are the same between G8F and G8.1F, so no special concern is necessary for either case
- The Top Coat feature is present by default in shaders built from the Iray Uber Base shader, and should be present in most variations, but it is possible that you might have character materials using a shader that does not support this feature. If you check your character's original ARMS materials and there is no Top Coat branch, no support is provided for this case!
- The Top Coat feature uses REFLECTION and REFRACTION in rendering, and is very lighting- and scene-dependent. If you do not have lights and/or objects in your scene for the Top Coat to react to, you will need to adjust your scene content or the material itself.