The goal was to make a shader that looks like something colored is buried within the dark, glossy surface, and this is what I ended up with after a few tries.
Basically it's a phong material with diffusion set low and a very sharp highlight. The out color is made out of the following nodes:
- A surface sampler node. The facing ratio is connected to...
- A ramp shader. It goes from black to green. Of course any color could be used.
- A noise texture is also used.
- The noise textures out-color is multiplied with the ramp shaders out color. The result is connected to the color channel of the phong material
This was just a very short description of how the material above was made, but hopefully it can give some ideas and inspiration on how to make shaders with that deep, multilayered look.
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