View Full Version : How could I get the appearance of slime on a surface?
11 November 2003, 11:13 PM
Howdy. I have a mushroom scene, that I abandoned for a long time.
I would like to add a slimy looking textured surface to the mushroom. How might you suggest I do this?
11 November 2003, 11:56 PM
Use a combination of procedural textures (or image maps) to effect the diffuse, color, spec and bump channels.
The slimey area might be a different color and have a higher spec value then the rest of the surface.
11 November 2003, 04:14 AM
Here's what I got so far... I'm playing a bit with camera angles, and I added the Ska shader which takes 30 minutes to render a 640x480 frame... sigh.
Stilll doesn't have that shiny specularity...
Not sure what to do.
What might you suggest I add as far as a procedural texture to the specularity channel?
11 November 2003, 04:28 AM
Instead of using SKA you can get the same effect by using a gradient in the luminosity channel and it will render much faster.
As far as procedurals go try starting with fractal noise. You can also copy/paste the same procedural into the color and bump channels to make it look like the slime is a dfferent color and thickenss.
Heres an example of using gradients in the luminosity channel to fake SSS. SSS Example (http://www.3dtrainingonline.com/examples/candle.avi)
12 December 2003, 01:16 AM
I kinda gave up the slime idea... but I like the result, however, I am biased. Please critique... comments, suggestions.
12 December 2003, 04:29 PM
I liked the lighting in the first render better, epecially the highlight up the side of the base. Your last render is very dark...you might want to add some faint pinkish point lights around the base to simulate the glow from the glowing spots.
12 December 2003, 10:46 PM
I also liked the reddish glow you had before on the far underside of the mushrooms cap. It gave it kind of a warm feel like someone was home. I would do the same for the spots...give them a warm feel. I would also add some subtle lighting on the stem and under the cap to bring out some more details a little. :)
01 January 2006, 08:00 PM
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