Procedural orange skin

Just as I announced in my previous post, here is a new entry in the Surface Knowledge series available for download.

This is how the shared material looks like:

Orange skin v1.0

Here is a look at the node setup:

Orange skin nodes

As you can see, subsurface scattering is nowhere to be seen in this node setup. The key here, besides the complex combination of several procedural textures, is substitution the glossy shader for the anisotropic shader to get the reflectivity, and then plug per shader bump mapping in the anisotropic only, instead of both the anisotropic and the diffuse shader. You might think that something similar could be achieved using the glossy shader, but the in my experience, anisotropic gives off a more subtle gloss the is easier to tweak for good results.

Finally, here is the .blend file, freely available for anyone interested in using it on a project (and while you are at it, you can send me some nice render with your results ;)):

http://www.minimaexpresion.es/blend/Procedural_Orange_Skin_1.2.blend

This is the very same material used to render this scene:

Oranges in a fruit bowl

This is all for now. Stay tuned for more Surface Knowledge. 😉

Update v1.1: Since anisotropic is very much WIP at the moment, I’ve decided to replace it with a simple gloss material, which is capable of achieving the same visual effect in this context. This will make the material more future proof, and has enabled me to simplify a bit the controls.

Update v1.2: Recent changes in the the way the bump node works had broken this material. This update fixes that problem.

Posted in Surface Knowledge and tagged , , , , , , , , .

13 Comments

    • Thank you, Satish. It’s refreshing to see an actual comment here and not simply another attempt by some spammer to drive traffic to his site. I’m focused on modelling right now, but will keep posting new procedural materials from time to time, so stay tuned. 🙂

    • Thank you, Andreu. Just let me know if you do something interesting with it. I usually get back to my materials and refine them from time to time, so I could have updated versions available in the future. I’m also working on new materials wich I will be releasing in the comming months.

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  2. Awesome buddy, currently i am working on a Orange but i could not find perfect texture, i am working on maya so can u pls upload maya tutorial or shader or atleast texture.. pls ..

    your work is just awesome….

    • Sorry, I don’t work with Maya. Also, textures used in this material are not bitmaps, but Cycle’s own procedural textures, so there is nothing for me to upload besides the blend file already available. You might try to open the file in blender an study the way it works. With a bit of luck you might reproduce it in Maya.

  3. adios al problema de estar fajaos con el mapeado y texturizado para que el recubrimiento de una Naranja quede perfecto…
    ya con esta Textura Procedural se ahorran muchos pasos y problemas

    gracias…

    • Justo ese era mi objetivo principal al crear estos materiales: minimizar en lo posible la necesidad de hacer despliegues de coordenadas UV, probablemente la tarea más aburrida y cansada de todas la necesarias en el modelado 3D. 🙂

  4. Wauwww!!,,,,Muchas gracias. Precisamente estaba buscando la forma de hacer una buena textura para frutas. Esto también sirve para hacer limones, limas, etc.
    De nuevo muchas gracias.

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