Mmmm. Tripe.

Looking for some micro-environment inspiration and found a nice scanning electron microscopy image of Stomach Lining. Still a work in progress.

The displacement really needs to be enhanced as the surface doesn’t look like its composed of the individual mucosal cells, looks more like a displaced surface. Need to add the thin webbed membrane stretched over the surface as well. And also need to add a better sense of the folds and “caves” prevalent on the stomach surface.

Reference image:

Cinema 4D render:


Some more fiddling. One mesh. Five deformers. (not sub-poly displacement–displacement is achieved with displacer deformers)

Still NOTHING like the reference image, but it illustrates how when using multiple versions of the same displacer deformer with the same noise loaded in and set to Vertex Normal you can get quite interesting looking surface. (Updated a bit since original post)

The bottom 2 displace deformers are using the same noise/settings.
The first of the 2 displaces the normals based on the noise shader. The second 2nd of the 2 takes the new normals (pushed out and altered by the 1st deformer) and pushes them further with the same noise. This way you create the illusion of separate spherical objects while its really all one mesh.

Below is the mesh with just one 1 displacer deformer activated used just to create an undulating base mesh from which to apply the bottom 2 deformers to.


12 thoughts on “Mmmm. Tripe.

  • Hey Joel – did you ever figure out an approach to the webbed membrane part of this project? Any suggestions on how I might go about getting that effect? Keep up the good work!

  • Could i please get the material you’re using? 🙂
    I’m not on the right way with such medical looking materials, but very interested in it.
    Or could you send me just that rough version in ‘.c4d?


  • After effects has a plugin cc vector blur which can distorts pictures into some interesting Van Gogh like swirly patterns, I wonder it it might be possible to create a displacement map using something like that.

  • My latest update kind of illustrates what I’m talking about. Not there yet by any means–but I like to see how far I can push displacement (via deformers) to achieve a final result closer to the image.

  • I agree Jonah. Still have a ways to go. You can do a lot more with displacement via the displacer deformer, but at the cost of dealing with a heavy mesh. Duplicating the same displacer deformer with each one set to normal displacement can sometimes sufficiently push out the displcement to point where the cells look separate. But maybe clones with some “camera displacement” to swirl them about a bit here and there could also work.

  • I wonder if a displacement map is ever going to give you results like that reference image… Seems like it will be tough to make each cell look like a separate entity using displace.
    The way they swirl around is almost like a Thinking Particles flow, or flocking. Way complicated to get right.

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