Author Topic: Help with granualar organic texture  (Read 1030 times)

2023-02-19, 10:47:26

davetwo

  • Active Users
  • **
  • Posts: 299
    • View Profile
Hi all.
I'm doing some food renders, but I'm having difficulty getting the level of detail I want in the textures. Previously I've had decent success just layereing noise in the displacement. But for some close-uo shots I need something better. Specifically with more depth and detail in the cavities.

There's an example of he sort of think I'm after attached (made in Modo).
Does anyone have a good idea how to do this in a highly art-directible way? I tried scattering clones, and even volume builder noises, but couldn't her enough control. Is vector displacement an option here? How would I get the maps?

2023-02-19, 10:59:11
Reply #1

aaouviz

  • Active Users
  • **
  • Posts: 892
    • View Profile
    • Another Angle 3D

2023-02-19, 11:24:19
Reply #2

davetwo

  • Active Users
  • **
  • Posts: 299
    • View Profile
Good to know if you think its a particle system. Tyflow is not available for Cinema4D though.
Ideally I'd be using something inside the Corona/C4D system.

2023-02-19, 14:22:40
Reply #3

aler

  • Active Users
  • **
  • Posts: 170
    • View Profile
Ideally I'd be using something inside the Corona/C4D system.
Possibly suitable system Random Field or Shader Field?

2023-02-20, 14:43:21
Reply #4

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 12752
  • Marcin
    • View Profile
Maybe there is a "better noise" plugin for C4D such as Siger Noise for 3ds Max? https://www.sigerstudio.eu/sigertexmaps-sigernoise/
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2023-02-20, 15:58:58
Reply #5

davetwo

  • Active Users
  • **
  • Posts: 299
    • View Profile
Thanks for the replies - I'm still trying wthout much success :) Will let you know if a fina a decent solution

2023-02-20, 16:28:13
Reply #6

Beanzvision

  • Corona Team
  • Active Users
  • ****
  • Posts: 3862
  • Bengamin
    • View Profile
    • Cormats
Thought I'd have a shot at this as well. Just multiple scatters and a mix of displacement. Maybe you can share your results too?

Bengamin Jerrems l chaos-corona.com
3D Support Specialist - Corona l contact us
Corona Uploader l Upload
Portfolio l Click me!

2023-02-20, 17:42:29
Reply #7

Nejc Kilar

  • Corona Team
  • Active Users
  • ****
  • Posts: 1251
    • View Profile
    • My personal website
In case you might try using a bump map bitmap to drive the effect of an uneven surface considering lowering its blur offset to -99%, that might bring in some of the crispiness in those bumps and bruises.

edit: Sorry I meant blur scale and not blur offset. For whatever reason I constantly mix the two and end up saying the wrong one. Huh. :)
« Last Edit: 2023-02-20, 17:49:29 by Nejc Kilar »
Nejc Kilar | chaos-corona.com
Educational Content Creator | contact us

2023-02-20, 21:13:42
Reply #8

Cinemike

  • Active Users
  • **
  • Posts: 1001
    • View Profile
This is from another project but I want to suggest trying the Volume builder again (as you already did as stated in your initial post) for the "bigger solo structures" in your modo example.
It keeps the ability to artistically direct your composition because you can move these "capsules" with the cloned spheres around as you wish.
At some point you need to convert to a single mesh, though, it quickly gets slow ;)