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Procedural bump network orange tutorial

June 7, 2013

This tutorial will explain how to create an orange texture using a procedural bump network. In this tutorial, the orange is made from a NURBS model.

The first step in creating the procedural network is to obtain reference images of an orange, either via the internet or preferably obtaining a real orange.

DSC01402 DSC01401

Next create a new material in the ‘Hypershade’. From the create list in the Hypershade, select a ‘Phong E’ and in the ‘Attribute Editor’ change the colour to orange. The Phong E is used as it provides a distinct specular highlight with a sharp drop off. The Phong E also allows more control over specular compared to a Phong. Rename the material to orange_phongE or orange_mat.


In the Attribute Editor for the orange material, create a ‘Noise’ in ‘Bump Mapping’ in the ‘Create Render Node’ menu . This bump map will be used for the overall bumpy surface of the orange. Rename Noise to skin_Noise or something similar.

orangetutorial3 orangeTutorial2

Use the following settings on the Noise:


A Noise texture was used as it allows for a pattern of dots to be made via the ‘Density’ slider and ‘Billow’ Noise type option. Setting the ‘Randomness’ value to 1 creates a completely random array of the noise pattern and gives a more natural looking texture. Changing the ‘Depth Max” to 3 increases the detail of the texture giving a more interesting pattern and one that is closer to the reference image. The ‘Spottyness’ value was changed to 0.500 so that there was a randomization of bumps, that is, so that the bumps had a variation of shape and density for a more natural look.

Next select the ‘place2dTexture’ node in the Hypershade  and use the following settings:


Increasing the ‘Repeat UV’ value, increases how many times the pattern will repeat and in doing so, will create more detail. This was done so that the bumps appeared more spread out and so that there was more of them.

Change the depth of the bump2d node to 0.010. This reduces the height of the bumps so that they are not as intense.

The next step is to create the indents or dimples of the orange by ‘stacking’ the bump map. This is so that multiple bump maps can be added to the material.  NOTE: You will not be able to see the stacked bump in the perspective view. You must render it to view it.

In the Hypershade window, click on the ‘bump2d’ node and go up to Edit —-> Duplicate —-> Shading Network. Move the duplicated texture so that the nodes are not overlapping. Rename the duplicated Noise texture to dimples_Noise or something similar.


Use the following settings for the duplicated Noise texture:


The ‘Invert’ option under the ‘Effects’ tab was used to change the pattern so that the opposite occurs. In the case of this bump map, the dots will be pushing into the model instead of sticking out., acting as indents. Dropping the value of the ‘Amplitude’ setting lowers the contrast of the pattern making the light areas darker and the dark areas lighter. This in turn will lower the depth of the indents.

Use the following settings for the duplicated place2dTexture node:


Then select the ‘bump2d’ node and change the ‘Bump Depth’ to 0.020

Middle mouse click and hold on the original  bump2d node in the Hypershade and drag and let go onto the duplicated bump2d node which is already ‘plugged’ into the Phong E material.  Then select ‘other’ from the drop down menu. This will open the ‘Connection Editor’. The duplicated bump2d nodes should be under the ‘Outputs’ box and the original should be under the ‘Inputs’ box. Go to the top of the Connection Editor and under ‘Left Display’ and ‘Right Display’ tick the box ‘Show Hidden’. Under the Outputs, select ‘outNormal’ and under the Inputs, select ‘normalCamera’ and close the window. The two bump2d nodes should now be connected with a ‘Noodle’ in the Hypershade window.


Change your render settings to production quality and render the orange and you’re done. It should turn out something like this.



From → Renders, Texturing

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