It all comes down to shader look development. The wet map is simply that, a map of where things are wet which doesn't actually define how a surface looks. Just if the surface is wet or not. There are cheap ways and there are expensive ways. A cheap one would be to map the reflectivity of a surface shader to the wet map, so in the wet areas it is reflective. Or things can get as complicated as displacements and procedural geometry with refractions on top of an existing surface. What kind of surface is the wet map on?
Alright, I did exactly that and I still got this nasty looking white material. Also this is just a test not an actual project. I have seen videos where the wet map actually looks like that area of the object is wet and not just white. Thats what I want but I am not sure how to get that.
lukeiamyourfather wrote: I don't use Max, but generally speaking the second material should be similar to the first material only slightly darker and more reflective (so it looks like wet brick instead of dry brick). Then use the wet map as a mask between the two.
He's exactly right. The wet map is not a texture, only a mask.
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