In this recipe, we will create a gray alien-like skin shader as shown in the following screenshot, using Cycles procedural textures:
Start Blender and open the 9931OS_08_alienskin_start.blend
file, where there is an already set scene with an unwrapped Suzanne primitive object.
The
Suzanne_unwrapped_alien mesh has been modified by a shape key, to morph its monkey features into the head of a gray alien–like creature; in fact, in the Object data window, under the Shape Keys subpanel, there are the alien shape keys, with Value of 1.000
; sliding the slider towards 0.000
gradually restores the original Suzanne shape.
The Suzanne mesh also has a Vertex Colors layer named Col and is obtained by the Dirty Vertex Colors tool.
On the second layer, there are two Planes tracked (by a Damped Track constraint, in the Object Constraints window) to the Camera to stay perpendicular to its point of view; the star_backdrop object is used to create a simple star backdrop for our alien Suzanne, and the star_backdrop.001 object is used simply to create something to be reflected by the alien-like Suzanne's eyes.
Press Shift + F1 (or go through the File | Append main menu) to append the SSS_group node from the 9931OS_07_SSS_ngroup.blend
file.
Let's start by first setting the background image material using the following steps:
star_backdrop
, and in the Material window, switch the Diffuse BSDF shader with an Emission shader. Set the Strength to 0.500
.textures
folder and load the centre-of-milky-way_tile_low.png
image.0.36667
and Y to 0.12778
. Click again to add a second control point and set these coordinates: X to 0.65556
and Y to 0.81111
.star_backdrop
material; click on the 2 icon button to make it single-user.Now, let's get started with the creation of the alien skin shader (also with a different material for the eyes).
alienskin
.alieneyes
; then, click on the Assign button to assign it to the selected vertices. Go out of Edit Mode.0.600
and the Diffuse BSDF node's Color values for R to 0.010
, G to 0.006
, and B o 0.010
; set the Glossy BSDF node's Distribution to Beckmann, change the Color values for R to 0.345
, G to 0.731
, and B to 0.800
, and change the Roughness value to 0.100
.Add Shader1
); in the first Shader slot, select a Mix Shader node, and in the second one, load the appended SSS_group node. In this node, set the Contrast value to 3.000
and change the Color values for R to 0.834
, G to 0.263
, and B to 0.223
.Add Shader2
). Set the Diffuse BSDF node's Roughness value to 0.800
.0.600
and that of the second one to 0.300
.1.300
, as shown in the following screenshot:Now that we have set the basic shader for the alien skin, let's set an important component of the material, that is, the bump, by following these steps:
Mapping1
and Mapping2
respectively.60°
; set the Rotation value of Y of the Mapping2 node to 20°
.Voronoi Texture1
and Voronoi Texture2
. Connect the Mapping1 node output to both their Vector input sockets. Set the Scale value of the Voronoi Texture1 to 100.000
and the Scale value of the Voronoi Texture2 to 20.000
.Wave Texture1
and Wave Texture2
. Connect the Mapping1 node output to the Vector input socket of the Wave Texture1 node. Set the texture Scale value to 20.000
, Distortion to 10.000
, Detail to 16.000
, and Detail Scale to 0.300
.Noise Texture1
. Connect the Mapping2 node output to its Vector input socket, and set the texture Scale value to 120.000
and the Detail value to 7.000
.ColorRamp1
, and connect the Voronoi Texture1 node's Color output to its Fac input socket. Set Interpolation to Ease and move the white color stop to the 0.126
position.Multiply1
. Connect the Color output of the ColorRamp1 node to the first Value input socket of the Multiply1 node, and set the second Value to 0.050
.1.000
, and then label it as Difference1
.1.000
and label it as Difference2
.ColorRamp2
and ColorRamp3
; connect the Difference1 node output to the Fac input socket of the ColorRamp2 node, and the output of the Difference2 node to the Fac input socket of the ColorRamp3 node.0.255
position.1.000
. Label it as Multiply2
.Multiply3
. Connect the output of the Multiply2 node to the first Value input socket of the Multiply3 node. Set the second Value to 0.050
.Multiply4
. Connect the Color output of the Noise Texture node to the first Value input socket of the Multiply4 node, and set the second Value to 0.175
.Add1
. Connect the output of the Multiply1 node to the first Value input socket and the output of the Multiply3 node to the second Value input socket.Add2
; connect the output of the Add1 node to the first Value input socket and the output of the Multiply4 node to the second Value input socket.4.000
and connect its Normal output to the Normal input sockets of the Diffuse BSDF node, of the two Glossy BSDF nodes, and of the SSS_group node, as shown in the following screenshot:We are done with the bump part, so now, let's set the color pattern using the following steps:
ColorRamp4
, and connect the Color output of the Multiply2 node to its Fac input socket. Set Interpolation to Ease and move the black color stop to the 0.495
position, and the white color stop to the 0.000
position.Add3
. Connect the Color output of the ColorRamp4 node to the Fac input socket and set the Color2 values for R to 0.553
, G to 0.599
, and B to 0.473
.Noise Texture2
. Connect the Mapping1 node output to its Vector input socket and set the texture's Scale value to 60.000
and the Detail value to 7.000
.ColorRamp5
, and connect the Noise Texture2 color output to its Fac input socket. Set Interpolation to B-Spline and move the black color stop to the 0.486
position and the white color stop to the 0.771
position.Add4
, and connect the Color output of the ColorRamp5 node to its Fac input socket; connect the output of the Add3 node to the Color1 input socket and set the Color2 values for R to 0.235
, G to 0.198
, and B to 0.132
.Overlay
, and change Blend Type to Overlay as well. Set the Fac value to 1.000
and connect the output of the Add4 node to the Color1 input socket.Col
(the Vertex Colors layer).9931OS_08_alienskin_final.blend
.3.138.124.135