How would you create material (and lighting) for something like this:
Core looks transparent with a little translucency - so i’d start with a glass/translucent mix weighted towards the glass.
Then mix this material with a diffuse or velvet shader using a texture to control mixing (so you can see through parts of it0 - this would be the opaque skin.
Thanks for the tip. I’ll try it.
I wonder if cheating in compositor (or image editor) with 2 different renders could be a faster way to get there? Corals in sharp looks like one, grenish-blue stuff with blur and such - another.
Yes, compositor might be easier, but I wanted to make material just for practice.
Nice texture, here is my best try so far:
explain how you did it ?
I used standard noise texture with color ramp to increase contrast and pick few yellow-brown colors for Diffuse shader and displacement. I also non-uniformly scale it with mapping node, few times more along y more than x. And mix this diffuse with bluish transparent-translucent shader as y coordinate of UV-s increases.
can u show nodes set up and pic u use for UV map
but still not looking like first pic
made with twisted bands !
but it is a difficult one
Well, it’s not so nice and all that… but i still feel like there is some cheating in the original. I cheated too ;).