Tortoise Shell material help, Thank you!

Hello,

I’m trying to match these tortoise shell tops in corona. I’ve been using a c4d noise to blend two colour glass materials together in a layer material.

Does anyone have any tips to getting it more realistic? Here is the client example.

Thank you very much!

Care to show what you’ve made, where you’re stuck at?

Sure, thanks for your reply!

I’ve moved onto a volumetric approach now, as maybe that kind of material is a little SSS-like?

I’ve attached the scene file/ render / material setup, but there will be a miss HDRI although the tortoise shell is just noise.

Any ideas what might be a better way to do this effect?

Many thanks!

CAP_CORONA_RND.c4d (3.16 MB)


scene file
CAP_CORONA_RND.c4d (3.16 MB)

Keep it going, you’re on the right track with SSS. Simply mix in few more noises… :wink:

Nice! Thank you so much that’s very helpful!

On the layer did you use blend modes or just adjust the percentages?

I’ll look into it now, thanks a lot again : )

Just a side note - this texture looks like something that the randomized tiling in the V6 UVW Randomizer could help with. It’s basically a simple procedural noise map on steroids. :smiley:
Here is a quick and dirty 3ds Max example, but it should be similar in C4D.

using whatever works best to my taste, I devise recipe as I cook
and in this case (top to bottom):

%
078 overlay
100 screen
100 soft light
100 normal

so that this simple cube-mapped mixture gives the appearance of clear volumetric depth, otherwise the blend was too soft, leaving a muddy & unclear aftertaste :stuck_out_tongue:

no triplanar or randomization added :smiley:

still need to test those noodles,
tnx for the heads up maru

Tasty!

I managed to get some great results based on your breakdown, thank you once again! : )

I noticed it doesn’t like images instead of the noise channels, which is a little weird.

Thanks

Not a weird thing, to get different response from pixel VS procedural noise. It’s rather quite an achievement to get both behave & respond equally in complex system.