Forum: Blender


Subject: Need Cycles Material Advice - Slimey Alien Ooze

Mythic3D opened this issue on Sep 11, 2015 · 7 posts


Mythic3D posted Fri, 11 September 2015 at 10:57 AM

H all,

I am trying to create a slimy alien ooze and am not having much luck. I have a diffuse texture I want to be visible, would like it to look "slimey" and also be a bit see through and alien flesh-looking. For the main texture, that's obviously a Diffuse shader, for the Slimery part, I think a Glossy shader is the right one but I am having some trouble getting the right amount of "slimey" and the right level of see-through and fleshy is giving me fits. I started with a Subsurface Scattering node and still think that might be the way to go but I couldn't figure out how to get it to work. I feel like I have all the pieces but can't figure out how to put them together.

So I'm a little bit stuck and would love some advice or suggestions. :)

Here's my current material:

SlimeMaterial_Setup.JPG

And here's a quick test render (just 200 samples, and this is just a quick blobby thing I made that is about the right general size to test the material on while I make it - the final material will be applied to a more complicated, properly UV mapped creature):

SlimeMaterial_TestRender.png

Thanks for any help!

Mark


Mythic3D posted Fri, 11 September 2015 at 11:24 AM

Whoops, sorry, I posted the wrong screen-shot of my material and apparently I can no longer edit my post. Here's the correct material setup:

SlimeMaterial_Setup.JPG


Lobo3433 posted Fri, 11 September 2015 at 4:39 PM Forum Moderator

I am sure someone will chime in soon with some ideas regretfully creating certain looks is a bit out of my realm still

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RobynsVeil posted Sun, 13 September 2015 at 6:36 AM

Not sure about the colour side of things, but I wonder about using colour information from your image (seems like you're using the same image for both, is that correct?)... is using non-color data out of a texture node more appropriate for a normal map? dunno, just asking.

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Mythic3D posted Sun, 13 September 2015 at 8:48 AM

Oops - you are right! There is actually a normal map in the second image texture node, it's not just a duplicate of the diffuse texture, and I completely forgot to change it to non-color data because I was so focused on the getting the the rest of it to work the way I see it in my head. I wondered why the normal map didn't seem to be doing anything! Thank you.


Mythic3D posted Sun, 13 September 2015 at 10:47 AM

If anyone is curious I think I managed to sort this out. I was overthinking it - using a glass node gave me both the shininess I wanted and the translucency so I didn't need the confusing mix of nodes I was originally trying to use.

Now I just need to finish modeling the slimey tentacle monster it's meant to go on. I made a rough version in Sculptris Alpha but I want to try and create it entirely in Blender, so I'm off to watch some videos on dynamic topology sculpting. :)

SlimeMaterial_TestRender2.png

SlimeMaterial_Setup_final.JPG


Lobo3433 posted Wed, 16 September 2015 at 10:57 AM Forum Moderator

I think this second test render looks much better than the first example so I would say you are on the right track

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