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Final Render

FinalRender.JPG

Reference & Inspiration

C0382164-Brain_cancer_cell_apoptosis,_SE

Render without Displacement

NoDisplaceColor.JPG
NoDisplace.JPG

Wireframe

Wireframe.JPG

Shading Networks

MainBlobTextureShadNet.JPG

Expression Node 

Expression Node.JPG
OrangeTurbShadNet.JPG
PurpleBoisShadNet.JPG

SEM Artificial Directional Light OSL code

shader
SEM_Edge(
    color front_color = color(0.1,0.1,0.1),
    color edge_color = color(1,1,1),
    float strength = 3,
    output color resultRGB = 0)
{
vector i = normalize(I);
vector n = normalize(N);
float d = 1 - fabs(dot(n,-i)); //returns the angle expresseed as a cosine value

resultRGB = mix(edge_color, front_color, pow(d, strength));
}

SEM Micro Edge OSL code

// A fake directional light source using parallel "light"

shader SEM_Direction(
    vector direction = vector(0,1,0),
    color facecolor = 1,
    color rearcolor = 0.2,
    float strength = 4,
    string coordname = "world",
    output color resultRGB = 0)
{
normal n = normalize(N);
vector vec = transform(coordname, direction);

float dp = clamp(dot(n, vec), 0, 1);
resultRGB = mix(rearcolor, facecolor, pow(dp, strength));

}

Final Thoughts

I'm not completely happy with how this project turned out because I feel like the texture needs significantly more experimentation to achieve the tiny pinhole like texture with more smoothness and shininess. I worked incredibly hard on this project and am really proud of the hard work that I put into attempting to refine the texture and being as precise as possible with the placement and shape of the emerging spheres. With more time I would have also found a way to add the small curve filaments at a higher quality. When I added too many of them, a weird artifact would show up in my render. With this increased time I would have troubleshooted this.

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