Microscope Materials
By Neil Blevins
Created On: March 27th 2005
Updated On: Dec 17th 2024
Software:
Blender or 3dsmax (vray)

Go here to read this tutorial in Russian.

Since I've had a number of email requests over the years, here's a tutorial on how to go about making a basic electron microscope material.

Reference

Here's some reference pics to show the effect...

01seaurchinsem
This image is from the Rippel Electron Microscope Facility.


Beer yeast.

Software Agnostic Material

The basic ingredients are as follows:

Ways to make it more realistic:
Blender Example

Here's the shader for Blender...



I start with a PrincipledBSDF.

To the color I place a facing ratio, which you do in Blender with a Layer Weight node. I then run that through a Color Ramp to get finer control over the balance of light grey and dark grey.

Any Specular Reflection is turned off (IOR Level in the Specular section to 0).

For the bump place a Noise Texture. I played around with a number of settings and types to find something a little more visibly interesting than regular perlin noise. Using the Distortion parameter really helped.

Finally, I hooked the Base Color map also into the Emission Color, and set the strength to 1, to give it a slight glow.

Here's the resulting render.


Here's the blend file, Blender 4.3: microscope_material_blender.zip

And here's a test scene with some more complex lighting...


This uses an area light to give a little directionality to the lighting but still get soft shadows. Then I adjusted the material a bit to get the desired visual results.

Every scene will require some tweaks, but hopefully this material will be a good starting spot for whatever scene you want to make.

Here's the blend file, Blender 4.3: microscope_material_blender_scene.zip

3dsmax (vray) Example

Here's the shader for vray in 3dsmax...



I start with a VrayMtl.

A falloff map is placed in the color, set to perpendicular/parallel, with dark grey and light grey. I also manipulated the Mix Curve underneath to achieve the exact balance of white and grey I was after.

Figure 2

Any Specular Reflection is turned off.

For the bump place a noise. This is just the most basic of noises, for your work I highly recommend mixing several noises with a mix map, or perhaps using some other more interesting procedural noises froma 3rd party plugin.

Figure 3

Finally, place the diffuse map into Self Illumination and set the Multiplier to 0.5, so it glows but accepts some lighting information as well.

Here's the resulting render.

Figure 1

Here's the max file, 3dsmax 2022: microscope_material_3dsmax_vray.zip

And here's a test scene with some more complex lighting...


This uses a dome light to get really soft shadows, and an area light to give a little directionality to the lighting. Then I adjusted the material curve a bit and brought down the Self-illumination Multiplier to 0.07, so it's more affected by the lighting in the scene.

Every scene will require some tweaks, but hopefully this material will be a good starting spot for whatever scene you want to make.

Here's the max file, 3dsmax 2022: microscope_material_3dsmax_vray_scene.zip


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