Im trying to learn a bit of material work in Blender, and found a really interesting skin / effect in the Overwatch Sigma’s Skin ‘Galactic’.
The effect of the skin is shown by this video:
But honestly I have no idea how I would approach it.
Since it feels like there is depth to it, like the green mist/clouds and the stars are on seperate layers if that makes sense?
Is that perhaps simply faked through different factors of paralax?
Would be great if someone can show me how I could go about making this?
can I prevent shadows being cast on specific surfaces that have a certain material?
Currently with the noise textures, these shapes do distort / move when the camera pans around and the surface changes angles or some other reason I dont quite understand. Is it possible to ‘pin’ these generated textures in the same way your image texture is?
Positions in 3Dspace are always relative to a certain origin.
For world coordinates its a specific point and there 0,0,0 is placed.
For camera coordinates the 0,0,0 is placed at the camera point and everything is calculated relative to that point.
The texture coordinate node offers to shade your elements based on values in some often used spaces.
But because of that the coodinates change if the distance from the camera to the object changes, what is not the case if you use the transformed object coords like I demoed in the video.
Well yes and no, the honest answer is…not really. Its encapsulated in the bsdfs. You can just exclude objects from receiving shadows, but not materials that make use of bsdfs. But if you eg dont use the principled bsdf in it and lead a color output directly to the material output you also skip the lighting part.
Calculate your noise in 2D. Your volume is intersected with the 3d noise and that does what you describe here.