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I was going to answer here How do I make an object look wet? as it does not specify the rendering engine, but it was closed...

I created a UV Sphere.
Then I used sculpt to make some irregularities to let it shine.
There is 2 lights above, one to the left, other to the right. Using Principled BSDF (w/o texture).

at Principled BSDF:
Metallic is not what I want, doesnt look wet anyway.
Changing Specular doesnt help, the shine is not sharp/thin.

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  • $\begingroup$ Do you just want it shiny, or do you want "puddles"? $\endgroup$ Feb 2, 2021 at 1:46
  • $\begingroup$ The result I got makes it look wet (no water drops tho), looks also like it is a very polished plastic. $\endgroup$ Feb 2, 2021 at 1:48

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For a very simple, fast and easy to do effect, I just had to:

  • In edit mesh mode I used "face/shade smooth", so no need to subdivide the mesh (wouldnt be enough anyway).
  • change Roughness to about 0.125, even w/o a texture.

It looks good.
Not sure tho if it could cause trouble later to try to apply other effects (not that I am trying to).
It is only visible in "Viewport shading" "render preview" mode.

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    $\begingroup$ If instead of principled BDSF, I use some shader with texture and normals, I had to change the Specular color to F3F3F3 hexa. I have absolutely no idea how and why it worked, I was just messing with the values until that happened! :). Can someone explain why it worked? I will try to create a .blend test case later. $\endgroup$ Feb 3, 2021 at 6:13

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