Website powered by

Psychedelic Mushroom

This was supposed to be a 'nodevember' art (psychedelic alley), but I think I missed the 'alley' part here. The first goal of the idea was to create a simple mushroom scattered on the ground. The mesh is very subdivided there so the Displacement could work fine on both parts (stem and cap). At this distance (from the camera) and with this lighting, part of the details are hidden. I chose the colors to create this 'psychedelic' vibe under the lights with very little SSS on the stem. Compositing was made with bright/contrast correction and glare to give the final touch.
I think this was a simple, but very interesting work to learn proceduralism.

Final render + comp

Final render + comp

Final Render

Final Render

Mushroom node tree (part of it is disabled but it doesn't influence the mesh)

Mushroom node tree (part of it is disabled but it doesn't influence the mesh)

Scattering mushrooms and Point Lights. I used a curve to set an average distance to place them

Scattering mushrooms and Point Lights. I used a curve to set an average distance to place them

Mushroom cap shader

Mushroom cap shader

Mushroom stem shader

Mushroom stem shader

Compositing still with Nishita sky texture on the background.

Compositing still with Nishita sky texture on the background.

Color tests. Shader here is a bit different with some very low SSS

Color tests. Shader here is a bit different with some very low SSS

Color tests. Shader here is a bit different with some very low SSS

Color tests. Shader here is a bit different with some very low SSS