How to achieve this salt shader?

Hi guys! I’ve been wondering how to achieve this white look of salt.


Hope for your help!!

Not good at materials at all… :sweat_smile: but i guess some subsurface scattereing and/or some transmisson may help ??

i would approach as @Okidoki said. subsurface and transmission with roughness.
i will maybe add a volume and a coat for extra controls
here is a quick attempt (it doesn’t look perfect with quick noise texture and displace modifier on spheres but maybe it will get you started) note the subsurface radius changed to make it blueish instead of reddish
having better maps on left side to draw noise and roughness will makes it better.
good luck

Much better at materails as it seems :wink:

Not really. It’s a matter of luck for me. I m litteraly struggling with my own project material right now and keep failing. :rofl:

Looks like this now…

try to reduce the density of the volume or get rid of it or crank it’s emission a bit?
the scale of the subsurface needs to be adjusted to match your scene scale too


It looks ok outside of my jar, but I don’t know if that’s because of particle system (emitter is hidden in render)

maybe the emitter isn’t hidden in view-port and that’s the white thing you see.
for the dark effect reduce the transmission

To avoid having to crank up the transparent and transmission bounces a lot (which will increase render times too), I’d fake it using a small amount of emission in the volume input.


If I make particle physics it doesn’t change anything and also there is your texture. It seems like they cast shadows on each others

what do you mean by “it doesn’t change anything”?

They still dark

the solution is a combination of :
emission
reduce transmission (show more of the white diffuse)
increase your transmission bounces in cycles
and increase the volume bounces

notice that they get dark when there is a lot behind each other so light is not getting through


Another option, for faster render times, is to just connect an emission shader directly into the volume, with random values for both color and strenght.