Glowing in Style

In my previous post Glow in the Dark, I wrote about how to use the luminosity controls to create a glowing night scene. Even though different parts of the scene could have different colors, any given component only had one solid color. While pretty cool, it yields a cartoon-like appearance rather than the photorealism I’m striving for.

This post is about how to achieve more color variation.

Here’s the result from the previous post:

Let’s look at the imported myosotis.tgo from the previous post. It has a multi shader (Multi shader 01 in my case)

Let’s edit that

Now edit Shader 1, which is called Flower1

Let’s create a new Power fractal shader v3 to provide some color variation.

I changed the Colour tab settings (Apply low colour, value 0.4). Without applying the low color, there’s too much very-dark mixed in, which causes the overall flower to seem too dark.

The Tweak Noise tab provides plenty of opportunity to adjust the color variation:

Changing the noise to Perlin Ridges and stretching X out to 10 provided just the look I was after

Here’s what we have for the flowers. Note that there’s come color banding on the flower we didn’t have before.

Let’s try something different for the stems and leaves… just use the image originally supplied with the plant object as the Luminosity image

 

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