Been a long time since I updated this blog, due to internet access.
So anyway, my school requires me to create a tutorial on some advanced aspect of animation. So I was thinking if I could do a tutorial on creating a watermelon shader procedurally. I was very inspired from a book on RenderMan that I have and it shows how to write a watermelon shader from scratch using code. ( Name of the book is The RenderMan Shading Language Guide by Don Rudy Cortes and Saty Raghavachary)
Though I don't want to code, I thought it would be interesting to cover the importance of procedural textures and the Maya hypershade and shading networks. So I looked up for a few reference images and started to work on creating a shader right away. Here's the result:
And here's the shading network for the above melon:
The current layers I have in the shader are: (from bottom-most, a noise layer, veins, dark green stripes and some fractal bump-mapping which looks over-used) I also added a ramp to create the poles of the model dark and black.
This is not a complete shading network. I plan to add a lot more to the network to bring out the subtle details of a melon. I was also thinking of exploring subsurface scattering, but at a much later stage if time permits.
Sorry, this "tutorial" didn't help at all. Can you just make the hierarchy image better resolution, so we can be able to read what's going on?
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