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Introduction |
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By using the powerful
functions of ShaderMaker we can make complex textures without
resorting to texturemaps. 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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Downloads |
The
Apple Modeling |
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For the stem, create
a Shapes>Cylinder then using the Taper/Twist
and then Reshape>Spline to model it.
Now lets export it
as a File>Export>Export RIB File and save as Stem.RIB
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Importing
into SMP |
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We can easily import
our Stem.RIB file into SMP to use as our primitive for
troubleshooting our Shader. Click and hold on the Preview itself,
when the popup-menu appears, simply select RIB file... then
find our file.
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Stem
Shader |
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a new shader and link in a Turbulence node into the Bump.
The bump for this shader needs to be scaled ( longways ) vertically,
so by setting the X index to 0.10 values or bumping
the Y and Z index's to 100 or so we can achieve
this effect.For the color, we know that it ( depending ) is an
orange-ish brown with some green-ish highlights. The core should
also be darker near the root of the stem. |
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By creating a Blender
node and linking in our brown colour into its 2 input and black
or a darker brown into its first input, we can mix the two together
by a math function. Create our new Math Function
node and link it into the blending input. By linking in either
a T Texture Coordinate or Y Current Point into
its first input and then Multiplying the two inputs,
we can create a gradient blend. Finally link the Blender
into the Diffuse Color input and then to get our green
hilights we can simply create a green User Defined node
and link it to our Specular Color input.
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Render |
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The stem shader on
the teapot.rib.
To be continued...
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