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Introduction |
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By using the powerful
functions of ShaderMaker we can create complex textures without
resorting to texture maps. Making an apple using strictly procedural
shaders is a good way to start. I chose to use a Fiji ( no Macintoshs
were available ) apple as my inspiration.
PiXELS3D
| studio | v3.6 and above
ShaderMakerPro
1.0
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The
Apple Modeling |
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First, we need an
apple model. Launch Studio, and using the Shape>Spline,
create a basic spline. Then Shape>Lathe the Spline.
For the stem, if needed, create a Shape>Cylinder then
use the Twist/Taper and then Reshape>Spline
to shape it.
Now, lets export
it as a File>Export>Export RIB File and save as
Apple.RIB
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Importing
into SMP |
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We can easily import
our Apple.RIB file into SMP to use as the primitive for troubleshooting
the Shader. Click and hold on the Preview itself. When the popup-menu
appears, simply select RIB file... then locate the file.
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Apple
Skin |
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first should start taking steps into creating each part of the
shader. Lets start with the easiest to control, the Bump.
Our Bump will consist of two things, Turbulence
and Granite nodes, to show the apple not being smooth plus
it has dimples. Create a Granite and Turbulence
node, now we will blend them together using a Math Function
rather than a Blender Node. The Granite needs have
tiny speckles ever so often plus be a B&W rather than a grey
scale by controlling the Shades (1.42)+ Balance ( 0.74). Scaling,
we should probably start at the basic 4.00 value until desired
the higher the value, the larger the speckles. Now that we have
both of our nodes |
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setup, let's link
them into the Math Function and Add them together. We
want the speckles to show thoroughly through the turbulence
values, so set the Granite input lower than the Turbulence
( about 0.75 ). Now that we have this part done, link the Math
Function into the Bump ( value about 9.0 ) and then
preview, make any necessary changes so the dimples are
not too discrete; but we don't want to bump the shader so high
that it creates an unnatural skin. By also plugging in our Granite
node into both the Ambience and Diffuse Values
we can make the dimples darker than the rest of the skinned
areas without resorting to the Bump.
Now we're ready to
continue with the most difficult area of the shader - the colors.
To start, we know that the apple is red with yellow tints near
the core/stem. Create two User Defined nodes using these
two colours. We know that we need to blend these two together
with the yellow on the top and bottom of our shape creating
5 multiple Math Functions. Look at Math Functions
9, 12,14,22,92 using 12 to be the final step. Math
Functions 14, 22, 92 is the top linear method while the
9 is the bottom. Link in your Y Current Point Local
( or Y Surface Angle, T Texture Coordinate ) into
the 9 & 92 Math Functions to create
the linear gradient, Math Functions 22 and 14
control the sharpness. Don't get too involved yet, lets set
up the rest of the shader first.
For the coloring,
we need to get the spotted colours of red over the base colour
yellow. Create another Granite node, plus a Blender
node for the Granite to plug into. Granite values,
for here we also want majority B&W speckles but lots of
them, control the Shades & Balance. Plug the red then yellow
into the inputs of the Blender then the Granite into
the Blending input. Next create another Blender node
to blend both the red spotted colour and the yellow colour with
the Math Functions 9,12,14,22,92. Link this new Blender
into our Diffuse Colour and then render. You should notice
that our Triple blending of colours form bottom to top. By now
controlling the values of the Math Functions we can affect
the blend of the yellow colour towards the middle of the Apples'
skin.
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Now
we just have an ordinary apple skin, not accurate becuase we are
still missing a cool effect. Apples not only have a speckled texture,
but a streaky one as well. Going back to the Blender node
of the red and yellow colours, lets create a streaky texture to
replace the yellow colour. Create another Blender node.
Plug in our yellow then make a dark red colour for the coloured
inputs. Now create a Turbulence node and set the x &
z values to 1.50, y to 13, to create
a vertical turbulence. We want this Turbulence to have more contrast,
so by creating another Math Function node and then Multipling
the Turbulence by 3.00. we get a more B&W look.
Link this Math Function into the Blender of the
yellow and dark red. We should see a yellow with dark red vertical
streaks in the Blender. If so, replace this into the yellow
input or our red/yellow Blender ( Blender 20 in
the image ). Render and we should have the basic procedural
shader for the Apple's skin. To be continued... |
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