The blend contains 2 different shaders for top and bottom and a very quick and poorly modeled tongue, just for demonstration purposes. The plugged in vertex map serves as a little extra coloring, but a painted texture definitely should look much better. The displacement may be a little over the top and shouldn't be necessary in most cases. Hope you like it.
YIKES Pew when I looked at that I said, "Self that is just wrong!" : ) Looks wonderful man! Keep up the good work :)
Cheers, Rex
huh, I never thought that I would say that but that's a really nice tongue.
Thanks a lot. I really hope there will be some improvements to Cycles procedural texturing in the future, like a warp node for procedurally spreading around a texture (like substance painter does), vertex independ pointiness, voronoy f2-f1 and so on.
If you have some ideas to improve the shader, feel free to contact me. Happy blending!
what if you'd use Glass Shaders instead of glossy? it seams to deliver a lot more realistic reflections, or even anistropic shaders. The nodes are f*ckin awesome i' m just studing better results for this model and kind of material.
what if you'd use Glass Shaders instead of glossy? it seams to deliver a lot more realistic reflections, or even anistropic shaders. The nodes are f*ckin awesome i' m just studing better results for this model and kind of material.
I've made suitable teeth and mucosa shaders (which I intend to upload in the near future), and i have experimented a lot with glass BSDF. Mostly it results in massively overdone looking harsh reflections and noise like hell. An additional problem is, that glass seems to produce very different results depending on the distance to the camera. It may look good on extreme closeups, but sucks at a certain distance. But you're right, it would look better with a nicer wet-effect on the corners and the bottom of the tongue. I will keep that in mind and try to work on a good solution asap.
this study about about reflections helped me a lot, as mentioned in the article the anisotropic shader spreads the darker values much better: http://adaptivesamples.com/2014/06/23/ashikhmin-shirley-distribution/
Correct me if I'm wrong, but isn't this image-based? Still, looks great
No, it's a combination of 2 different fully procedural shaders, mixed with vertex colours. Sadly it doesn't look very nice with EEVEE, but I will make an optimized Version within the next few weeks... hopefully.
that's seem so realistic, it's disturbing