hey this is Kev with blender binge back with one more tutorial for you this
time I got another requests on how I'd go
about making an microscopic environment or another one asking how I would do a
scanning electron microscope shader so without further ado I'm going to show
you how to do that in a really short video it's easy and you'll love it and
be able to do it yourself when you're done
ready let's go so my scene here is really simple I just created this little
capsule thing out of a UV sphere that I stretched out and sliced up a few times
and you see here that I have a pretty simple scene it's just resting on a
plane nothing too crazy and the camera is just staring at it so if I were to
kind of move around here let me hit n turn this off and you can see what I'm
doing here is my scene simple and what I could have done too is I could delete
this light because I don't need it go back into my window and let's get
started on creating this little guy here so I'll turn it back on lock camera to
view so that I can move around and let's go so the first thing I'll do is I will
create a shader window in here yeah I could use this shading tab here in 2.8
but I just like doing this because it's easy and I'm used to it and it works so
I'm gonna hit this go to shader editor select my capsule hit new and now you
see here that I have this principal psdf shader plugged into material output I
could go ahead and use this that's fine so let's turn on Eevee and let's go
ahead and take the base color of this too
nothing too black and what I'll do now is I will also while I'm here turn the
roughness all the way up to one so that way it's not reflecting anything and
it's just matte black so now I can get rid of this by just hitting this little
tab here and it just turns into a big blob and I can move it out of the way so
what I'm gonna do now is I'm gonna split shader so I'm gonna hit shift a or you
can go to add doesn't matter shader mix shader' and throw in a mix shader' so
principled BSD F will be going into the top and now I'm going to hit shift a
again or go to at either one shader emission shader
throw that down here and plug that into the second slot so now this little
factor thing goes between the principal shader at zero and my emission shader at
one but we're not going to control it with that we're gonna control it with
something even cooler so when hit shift day again I'm gonna go
to input and I'm gonna hit layer wave and I'm gonna use the the frontal effect
that fernell effect here of this layer way shader I could also use facing which
is why I'm choosing this layer weight there is a fernell shader in there but
I'm just gonna go ahead and plug that in and now you can see that I'm controlling
this with this blend so the blend will push shader number two which is a
mission out to the edges and it'll keep the principled in the middle so whatever
the the cameras glance is that directly you see is dark and as you recede to the
edges an angle gets gets greater you get this light effect
so we're 90 percent there only thing left so you make it look like this is to
give it the bump but I'm not going to concern myself too much with all the
bending and weird shapes here I'm just gonna do it on one and then I'll
duplicate it and show you but it's simple so for this we're using evey so I
can just go into here into modifiers and a cool shortcut here is if I hit control
3 that drops in a subdivision surface modifier and the view is set to 3 so I'm
gonna push that up to now I'll use 3 here and render 3 so that way they're
both equal and then I'm gonna head add modifier and I'm going to do displace it
blows it up don't like that hit new it shrinks it down don't like that either
hit this little button right here or you could hit this little thing here
texture either one works Type image movie change it to clouds and I get that
that's kind of cool just in itself kind of dig it but I'm gonna go back here to
modifier turn the strength down so you're about there and now you see we're
pretty close to that so now if I just bumped up my strength of my
my Fornell shader and maybe took the dish down to one point oops
Oh point to maybe 0.15 okay you're getting that look and it's really all
there is to it so I'm gonna pause the video and kind of
duplicate this and you'll see that we can get pretty close really quickly to
the look of this guy right here okay so I've gone ahead and spread these
around and you can see they're not like bent or anything you you know I could do
a tutorial on how I would actually Bend these things and and spread them around
and make it all uneven and whatever the last thing I wanted to show you too is
that you can grab each one of these and you can play with the strengths or the
or the texture coordinate and you can start making them look just a little bit
different and a little a little less uniform just by playing with the
different shaders and the textures and things and kind of go to town and you
know that looks actually that was pretty cool right there so you go have fun play
around with this stuff and make some microscopic stuff so hopefully you got
something out of this tutorial if you did hit like subscribe share it hit that
little Bell notification because I keep making more and I will see you in the
next video thanks bye