
Wetter for G8F

5.0 Stars |1 Rating



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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: | May 20, 2025 |
Download Size: | 3.9 MB |
Software: | Daz Studio |
Compatible Figures: | Genesis 8 Female Genesis 8.1 Female |
dForce: | – |
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Favorites: | 13 |
Likes: | 13 |
Views: | 1,037 |
Item Ratings


5 Stars|May 20, 2025
This will make my renders juicy! Thank you.
Wetter for G8F
Because staying inside the lines is for nerds.
A set of DAZ Iray partial material files for Genesis 8 Female character model and associated Genitalia, that apply a variety of Top Coat settings using a grayscale mask files to give the effect of messy wetness on the body, legs and vulva in a variety of styles. No Skin Builder 8 variants are included in this set, if you wish to generate your own, see DAZ Studio documentation on the Map Transfer feature.
While I would have preferred to use a Hierarchical Material file format for this content, unfortunately that feature is not able to save partial materials, so it can't be made to work for this task. Instead, separate material files for the G8F Body and G8F Genitalia are included, and named/marked appropriately. You will need to manually switch from the character body to the genitalia model and apply the corresponding material files to each. NB: these materials are limited to the body, vulva and legs, so they can be mixed and matched freely with my other Wet* products!
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 on the G8F Character/Genitalia material selections. Before attempting to use any of these materials, **make sure that your character's materials 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 !Body Dry material file, and do the same for the Genitalia and !Vulva Dry material file, which will un-link the mask map from appropriate material selection's TOP COAT shader branch and reset the Top Coat Weight value to zero.
Caveats:
- The UV map for the G8 Female Genitalia is, fairly obviously, not compatible with the G8 Male Genitalia mesh, so these masks cannot be used as-is on the G8M figures.
- There is only one version of the G8F Female Genitalia, so no special concern should be necessary between using the G8F or G8.1F versions of the main character figure.
- 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 skin 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 character model and associated Genitalia, that apply a variety of Top Coat settings using a grayscale mask files to give the effect of messy wetness on the body, legs and vulva in a variety of styles. No Skin Builder 8 variants are included in this set, if you wish to generate your own, see DAZ Studio documentation on the Map Transfer feature.
While I would have preferred to use a Hierarchical Material file format for this content, unfortunately that feature is not able to save partial materials, so it can't be made to work for this task. Instead, separate material files for the G8F Body and G8F Genitalia are included, and named/marked appropriately. You will need to manually switch from the character body to the genitalia model and apply the corresponding material files to each. NB: these materials are limited to the body, vulva and legs, so they can be mixed and matched freely with my other Wet* products!
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 on the G8F Character/Genitalia material selections. Before attempting to use any of these materials, **make sure that your character's materials 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 !Body Dry material file, and do the same for the Genitalia and !Vulva Dry material file, which will un-link the mask map from appropriate material selection's TOP COAT shader branch and reset the Top Coat Weight value to zero.
Caveats:
- The UV map for the G8 Female Genitalia is, fairly obviously, not compatible with the G8 Male Genitalia mesh, so these masks cannot be used as-is on the G8M figures.
- There is only one version of the G8F Female Genitalia, so no special concern should be necessary between using the G8F or G8.1F versions of the main character figure.
- 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 skin 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.