Nature Mort
Jalapano Rotting:
With my reference images to go by, I started setting up my Nature Mort piece by writing both a Displacement and Surface shader.
Close, but no Jalapano:
Using cellnoise to change the surface color and a combination of cellnoise and s-wave for the diaplacement map, I was able to create my first rot texture that animates in both displacement and surface. In effect, the jalapano’s skin seems to be boiling off. This outcome was not what I wanted. The idea was cool, but definitely not how it realistically should look.
Bingo! Pepper Rots!
Taking my displacement idea back to square one, I replaced my s-wave and cellnoise patterns with two that at least seemed to make sense: noise and turbulance. Manipulating the displacement, while keeping the same surface shader seemed to do the trick. It’s not exactly the same as my reference, but it’s definitely how a pepper should rot.
View Hi-Res here
Inner Workings of a Jalapano:
I modeled the jalapano out of a nurbs sphere. I added a random offset for my cellnoise surface map. Here is a sample of my displacement code:
Surface Snippet- Oi = Os; float d = dist2cell(P, spacename, cellfreq); float rad = shape_rad; if(d <= rad + (float random()/10)) surfcolor = surfcl2; else surfcolor = surfcl1; color diffusecolor = Kd * diffuse(nf); Ci = Oi * (Cs * surfcolor * (ambientcolor + diffusecolor) + speccolor*Ks*speccolor); Displacement Snippet- ////////////NOISE///////////// float shump = 0, bhump = 0, ifreq = totalFrequency, i = 0; normal n = normalize(N), pp = transform(coordname, P); shump = noise(pp * freq) * amp; /////////////NOISE///////////// ///////////TURBULANCE////////// for(i = 0; i < 2; i = i + 1) { bhump = bhump + abs(0.5 - noise(crinckle * ifreq * P))/ifreq; ifreq *= 1.2; } ///////////TURBULANCE/////////
Displacement and Surface Setup:
Using Lerp statements, I modified the surface in color and cellnoise radius over time. In the same way, I modified the frequency and magnitude of displacement values to give the surface its shrunken look.
Slim Palate:




