How to make the Overwatch Sigma Galactic material

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?

Try using Camera for the texture coordinate.

To stay in place you still want it be relative to the object origin but oriented to camera so do it like this


1 Like

Hey, thanks for this.
I understand what Thorn meant now with using the Camera (at least I think he meant the same thing).

I tried doing this via generated noise texture so that I can manipulate it however I want. This is the result of a quick test:

Now I did have two questions for this.

  1. can I prevent shadows being cast on specific surfaces that have a certain material?
  2. 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?
    9dy3ew

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.

nobsdf

Calculate your noise in 2D. Your volume is intersected with the 3d noise and that does what you describe here.

This is just an example with a simple voronoi), but here’s the basic setup i was mentioning for the texture space.