Sup!
I'm working on a personal project of mine where I want to build a landscape scene that is going to incorporate large crystal objects.
The project is also aiming for realism so I need to be able to create a believable material for said objects.
Now I have given it a quick shot a couple of hours ago but mixing SSS and Translucent, Transparent or Glass Shaders has not resulted in what I was aiming for.
Placing a light inside the half-transparent crystal did not work at all. :c
This is the kind of material I want. Maybe a tiny little bit less transparent, really just a tiny bit.
I need to get those air pockets in there and not with diffuse textures. It can also not be a bump or displacement map as I don't want dents on the crystal but make it seem like the structure inside the crystal has imperfections, as if it was a raw material that was mined from a cave or something.
And I also want a glow that is coming from the core of the crystal as if it was charged with energy/magic.
I have searched for crystal courses in CGC but only found some that handle this topic in the concept art category.
I don't expect anyone to be able to tell me which exact shaders and settings I need to achieve this material right off the bat, but if someone could tell me how I need to approach this sort of material, I can get to work and experiment with it.
Do I use all kinds of shaders and try to narrow them down with mix shader after mix shader until I have only one shader output to connect to the surface node?
How do I achieve that look that makes the crystal feel like a solid object (instead of hollow glass) that is partially transparent and breaks light and whatnot?
Thanks in advance and Cheers!
have you tried the shader forge gemstone and ice course maybe it can help give you a starting point
Oh sounds good, thank you! I'll watch those.
I only searched for Crystal, that's why I couldn't find anything. :c