I often would use the Shader editor in blender to see the different types of processes and to figure out more on how they would work. Often breaking the program in the process, but through that I learned valuable lessons in what I can do through Visual based GLSL Shader development. These are a few of the interesting ones I created in this process.
Blue Magic Water Animated Texture
Animated Magical Glyph Texture
Animated Wood Cartoon Grain Texture
Using Blender I had developed a texture that would generate white cloud spots and surface coloration to mimic the patterns and shape of clouds. It utilizes the ideas of
Used the Blender Shader/Material Editor to develop a complex system that would modify both the color for the BSDF Principle Shader and alter the Displacement of the geometry itself.
Blender Shader/Material Editor
Blender Shader/Material Editor
This project was a fun one to play around with, in this case I wanted to see what different vector modifications to Voronoi and Musgrave textures would produce. I would then take the position of the Voronoi, apply a bump and combine it to make a unique displacement. Through playing around with the different variables and positions of the vector curves it gave the stone model a unique cracked texture.
Generated with Blender Shader/Material Editor
Generated with Blender Shader/Material Editor
Generated with Blender Shader/Material Editor
Generated with Blender Shader/Material Editor
Generated with Blender Shader/Material Editor
Generated with Blender Shader/Material Editor
Using both 2D Vector art mixed with the Blender Shader Interface I comprised a sphere that would alter its Alpha state to show the image through the surface. Its a unique concept of generative textures mixed with 2d art.
UI Window made in Modeled, textured, and Composited in Blender.
The Model uses multiple material applied using the Shader/Material editor. There is an Animation applied to move the runes around the surface of the window.
I Animated the glyphs around the border and gave them some emission glow. The whole thing was rendered in cycles.
In this project I wanted to create movement on the surface of the geometry. This required well kept and organized topography to maintain the same proportions throughout.
Sword and Rune Modeled, textured, and Composited in Blender.
This one was one of my first large scale projects made in Blender with materials put together in the Shader editor. through this project I learned about the basic principles of BSDF, how to attach image based shaders, UV mapping, and Applying emissions to objects.
By using the Shader Editor in Blender I have learned the basics of making my own materials.
Understood the process and technology behind many of the shaders that exist out there.
Built out a viable list of different procedurally generated textures that can be modified endlessly to create different variations.