An alternative method for the scanning electron microscope look: this time the material has a fresnel diffuse shader, and no specularity or transparency. Lighting is a single spot immediately behind the camera and in line with it, plus a little environmental light and mist.
Basic material settings. There are also two cloud procedural textures influencing displacement and normals. I think with a few minor tweaks I'll probably go with this method. Incidentally there's a vimeo tutorial here with some good tips for electron microscope effects.
[Produced in Blender 2.64]
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