The Apple 1of2
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 would be 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

The Bite

Now we'll create a bite mark on the apple. In SMP we can make a simple shader using only the diffuse and displacement inputs. Create an off-white colour and then a brownish colour User Defined node. Blend these two colours together using a Blender node with a fBm node linked into the blending input. Finally link in the Blender to our diffuse input. This will help in creating a sorta white with brownish tint similar to the apple's insides decaying around the bite marks. To simulate bite marks we should probably spend time making an Image Map node using a simple Grayscale bitmap as the teeth markings. Instead im going to just use a Turbulence node then link it into our displacement input. Follow the values pictured, and make your own design.

Modeling

To get the bite effect out of the apple we need to create a Shape>Sphere, or other, and place it intersecting the shell of the apple.

We'll then use booleans to make it cut itself out of the apple.

Load in our shader and apply it to the Sphere.

Linking
First select out Sphere, then the Lathe shape of our apple. Select Control>Link/Unlink and in the following dialog box, check Boolean and then Difference. This will create the cavity with the Lathe and render the Sphere's shape as the cavity.
Render
On to the rendering. We might have to change some of the values and shape sizes to get our exact look, but render it out and be creative.

 

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