By using the powerful
functions of ShaderMaker we can make complex textures without
resorting to texturemaps. Making an apple using strictly procedural
shaders would be 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
The
Bite
Now we'll create
a bite mark on the apple.
In SMP we can make a simple shader using only the diffuse and
displacement inputs. Create an off-white colour and then a brownish
colour User Defined node. Blend these two colours together using
a Blender node with a fBm node linked into the blending input.
Finally link in the Blender to our diffuse input. This will
help in creating a sorta white with brownish tint similar to
the apple's insides decaying around the bite marks. To simulate
bite marks we should probably spend time making an Image Map
node using a simple Grayscale bitmap as the teeth markings.
Instead im going to just use a Turbulence node then link it
into our displacement input. Follow the values pictured, and
make your own design.
Modeling
To get the bite effect
out of the apple we need to create a Shape>Sphere,
or other, and place it intersecting the shell of the apple.
We'll then use booleans
to make it cut itself out of the apple.
Load in our shader
and apply it to the Sphere.
Linking
First
select out Sphere, then the Lathe shape of our apple.
Select Control>Link/Unlink and in the following dialog
box, check Boolean and then Difference. This will
create the cavity with the Lathe and render the Sphere's
shape as the cavity.
Render
On
to the rendering. We might have to change some of the values and
shape sizes to get our exact look, but render it out and be creative.