New Render – LightSaber v2

Creative Vibes 😎

Hope you enjoy this vibe just released by these guys, and that your day is progressing well so far.

In this post, I'm looking at what kinds of subtle details can be added to materials without the use of pre-built textures.

Let's have a look.

Procedural Render

lightsaber

In the main image above, the LightSaber project was revisited. The main difference this time was the use of procedural shader nodes only. These were applied to all surfaces. The main distortion nodes were Voronoi and Noise Textures.

Imperfections in the metallic saber handle could be modified to suit the scene. in this render, I decided to introduce only slight markings to simulate some general wear over time. The effects could be increased however, by simple changes to the scale and detail settings.

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You could also use an underlying texture beneath the Voronoi effect, like the one that was used in the original render shown to the left. The Voronoi would then give the effect of a low-lying mist or smoke, if suitably enhanced with an increase to the detail setting.

The main purpose of this exercise was to demonstrate that procedural techniques for generating materials could deliver customisable results to suit specific needs.

Stay awesome,

EMH