Graphics Reference
In-Depth Information
8
Creating Organic
Materials
In this chapter, we will cover the following topics:
F Creating an organic-looking shader with procedurals
F Creating a wasp-like chitin material with procedural textures
F Creating a beetle-like chitin material with procedural textures
F Creating tree shaders - the bark
F Creating tree shaders - the leaves
F Creating a layered human skin material in Cycles
F Creating fur and hair
F Creating a gray alien skin with procedurals
Introduction
Following on from the natural materials we have seen in Chapter 3 , Creating Natural Materials
in Cycles, and in Chapter 5 , Creating Complex Natural Materials in Cycles , it's now time to take
a look at organic shaders.
Once again, while building the materials, we tried to use only the Cycles procedural textures.
In several cases, this hasn't been the case by the way: on one side, because it hasn't been
possible, and on the other side, because image maps usually work better than procedurals.
In any case, procedurals have often been added to the shader to refine the details or to add
a natural-looking randomness to a pattern that repeats too much.
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