In this chapter, we will cover:
Following the natural materials we have seen in Chapter 3, Creating Natural Materials in Cycles, and Chapter 5, Creating Complex Natural Materials, it's now time to have a look at organic shaders.
Again, we tried to use only the Cycles procedurals textures for building the materials but this hasn't been the case in several cases: on one side, because it hasn't been possible, such as in the snake-like shader where it seemed that at least at the moment there were no proper ways to make believable scales only with procedurals; on the other side, because some material image maps would have always worked better, such as in the leaf shader.
Anyways, procedurals have often been added to the material networks to refine the details or add "disorder" to a too much repeating pattern.
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