301 Final Project

p e a c h     s h a d e r

The following is one way to make a shader for a peach using a ramp shader.
The great thing about this ramp shader is that with slight alterations it can be used for many different kinds of shaders. For example, glass, liquid, or organics that would have a scheen or fuzz to them like grapes.

Above is the completed shader network
Following are the steps to create this network.

Let's start by making a ramp shader.
Right click in the work area, go to create: materials: ramp shader

there are 2 thing we refer to as ramps...
we will be using both in this network, but we're starting with the Ramp Shader (left) that you would find under surface. Later we will be putting the ramp "2D texture" (right) into our ramp shader.

s h a d e r    a t t r i b u t e s

The reason for using the ramp shader, is that it is a quick fix to building a long drawn out network. The downfall to the ramp shader is it tends to slow down renders a little becasue it may have to do calculations for built-in attributes that are not even used.

But, now that we have our ramp shader, let's start tweaking the attributes.

First, let's create the peach color under "Common Material Attributes: Color:"

Step 1: Before we do the colors, at the bottom of this color section there is a thing called "Color Input". We need to change that to Facing Angle. This will allow us to have the color of the peach fuzz appear only on the outter edges of our peach. And "Interpolation" can be set to anything except for none. I have choosen smooth because it will give me a smooth gradient between my colors

Now back to the color, we need 2 color selectors on the color bar on the right. The first selector should be set at zero and the color of the fuzz on a peach. I have used a light blue gray (H180.00, S0.040, V0.916). The second selector should be 3/4 the way to the right. Select the color circle for this one and then select the black and white tile icon next to the selected color swatch. This brings up the "create render node" menu. Under Textures:2D textures -- the normal circle should be checked-- then choose the Ramp. At this point we want to choose the colors of the peach, so scroll down to Step 2 for the ramp instructions and values....

Step 3 is adding "transparency" to the edge of our peach where the fuzz color appears to help soften the edges and make it feel more like peach fuzz. We again need two color selectors on our color bar. The first one at zero will be white and the second at about 0.271 will be black.

Step 4 is under "incandescence" in the "Bump Mapping" section. At this point choose the B/W tile to the right of the Bump and choose "Brownian" under "3D Textures". Now you'll need to head down to the Bump and Brownian images below.

Step 5: Since a peach has very little specular, the default setting will work fine. So our final tweak is under "reflectivity" to change the "Selected Value" to 0.000

That's it. Assign the shader to your object and render away!

Step 2 is our ramp for the colors of our peach. This will be the peach and red colors you would find on a peach. Under ramp attributes we want to change "Type" to "Circular Ramp" I have left the "Interpolation" on linear. Now, select the top color circle on the ramp color bar and then go down to the "Selected Color" swatch and click on it to pick the red color of your peach. (My settings are H341.18 S0.973 V0.758). My second color, peach, is set at H42.66 S0.659 V1.0. This example has a third color selector, but it happens to be the same peach color as the second one. You actually can get a way with one if you set it's "selected position" to approximately 0.385. Feel free to experiment with a very small touch "noise" if you are so inclined.

And that's it for the color ramp. Let's head back up to the main ramp shaders menu and tweak the transparency section.

Step 4 Bump: After selecting Brownian you should have this dialogue box open. The only change we make here is to decrease the bump. I have set mine to 0.25. This will give us a bit of a lumpy texture when applied to the peach so it isn't a perfect smooth surface. Basically, it gives a more organic feel to it. Now let's skip down to the next image where we will adjust the Brownian bump we've applied.

Step 4 Brownian: At this point we have way too many bumps and they're too small. So lets set the "Lacunarity" to about 1.595 and the "Increment" to 0.149. That gives us larger and fewer bumps, more the feel of a bruised peach. Now let's head back to the main ramp shader and do the last couple of tweaks.