The Apple 2 of 3
Power to the People

Brief Synopsis

 

Introduction

By using the powerful functions of ShaderMaker we can make complex textures without resorting to texturemaps. Making an apple using strictly procedural shaders is a good way to start. I chose to use a Fiji ( no Macintoshs were available ) apple as my inspiration.

PiXELS3D | studio | v3.6 and above
ShaderMakerPro 1.0

Downloads

Shaders

The Apple Modeling

For the stem, create a Shapes>Cylinder then using the Taper/Twist and then Reshape>Spline to model it.

Now lets export it as a File>Export>Export RIB File and save as Stem.RIB

Importing into SMP

We can easily import our Stem.RIB file into SMP to use as our primitive for troubleshooting our Shader. Click and hold on the Preview itself, when the popup-menu appears, simply select RIB file... then find our file.

Stem Shader
Start a new shader and link in a Turbulence node into the Bump. The bump for this shader needs to be scaled ( longways ) vertically, so by setting the X index to 0.10 values or bumping the Y and Z index's to 100 or so we can achieve this effect.For the color, we know that it ( depending ) is an orange-ish brown with some green-ish highlights. The core should also be darker near the root of the stem.

By creating a Blender node and linking in our brown colour into its 2 input and black or a darker brown into its first input, we can mix the two together by a math function. Create our new Math Function node and link it into the blending input. By linking in either a T Texture Coordinate or Y Current Point into its first input and then Multiplying the two inputs, we can create a gradient blend. Finally link the Blender into the Diffuse Color input and then to get our green hilights we can simply create a green User Defined node and link it to our Specular Color input.

Render

The stem shader on the teapot.rib.

To be continued...

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