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:
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):
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:
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
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
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.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
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. :)
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
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page