Procedural Corn Shader

The texture and displacement map were both made using shading nodes. The multi-colored version was colored by mixing in a brick pattern.

This is the node setup:


This is the grouped node:

8 Likes

tried it and canot make it works as shown in render
i get some displacement but not much

a sample file would be nice to see how it was made

to show how UV was unwrap seams
did you use some displacement modifier ?

can you explain the different parts of nodes set up

thanks
happy bl

The only modifier I had was a subdivision surface.

The snowman was just three UV spheres that I stacked. I used the built-in UV map, but I think I rotated the UV map 90 degrees.

My corn-shaped models had a square region on top and bottom that I marked with a seam, and then I put a seam down the middle. But this makes the back side look wrong. You can use a stretched UV sphere instead, so you get the same pattern all the way around. If you do this, you might want a seam to separate some of the top rows off so the top isn’t too squished.