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I've started tackling advanced liquid and wetmap simulations. I created a procedural brass shader which is polished, yet still has patina in crevices. On top of that I made a dust shader that dynamicaly covers surfaces of objects predominantly in the top-z-axis as well as within crevices.
After a simulation of over 450mil particles I generated and finetuned wetmaps that act as masks for blending between different shaders and for affecting their bump and reflection values.
The camera shake was also simulated within 3D, instead of post to ensure a realistic parallax effect.
Big thanks to Jesse Pitela for getting me started with learning more liquid simulation techniques:
The 3d scanned model was taken from threedscans.com/.
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