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I have modeled some marbles, shown here in the picture. enter image description here

But I need to texture it to look like these: enter image description here

I have no clue on how to texture these, so any help on this would be greatly appreciated.

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    $\begingroup$ i'd suggest to think about how it actually works in real life. You have the transparent marble with something opaque in it. $\endgroup$
    – Blenderman
    Commented Dec 23, 2017 at 10:02
  • $\begingroup$ youtube.com/watch?v=fwSbmCW8qVg $\endgroup$
    – Blenderman
    Commented Dec 23, 2017 at 10:11
  • $\begingroup$ It is probably easier if you don't really "texture" them at all and actually model that little squiggles inside $\endgroup$ Commented Dec 23, 2017 at 12:05
  • $\begingroup$ @LukeD Hey that's pretty cool, nice results. You could feed a noise texture into its UV vector input to create the distortions. You should post that as an answer $\endgroup$ Commented Dec 23, 2017 at 13:24
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    $\begingroup$ @LikeD add some kind of noise (or wave) texture to the vectors that control the gradient $\endgroup$
    – user1853
    Commented Dec 23, 2017 at 17:35

1 Answer 1

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Final result:

final

This one is too "heavy" answer to explain it step by step so I'll make an overview of the node setup and if you'll have some questions just ask in comments and I'll expand it.

Overview:

Overall it's really simple setup. Think of it as spheres squashed and distorted inside marble (because they exactly are). Spheres are Spherical Gradient, squash is Mapping Node and distortion are nodes named Sine Wave.

Don't forget to set in Render > Light Paths > Volume - to more than 0! In this example it is set to 4.

Nodes

From Node Setup:

  1. They control how much distorted inside elements are. It is separated for X and Y wave. You can make pretty straight lines with those values or with more waviness.

differences

  1. Those one controls overall width of inside elements.

  2. With Scale in Mapping node you can control how our starting sphere (Gradient > Spherical) will be squashed on X, Y and Z axes.

  3. This is color for our elements.

  4. And lastly (or maybe it should be first) this is starting sphere that is pretty much just manipulated by Sine Waves and Mapping Node.

Blend file:

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  • $\begingroup$ Wow, excellent result, worked out much better than I expected. Love the slight translucency of the squiggles. $\endgroup$ Commented Dec 23, 2017 at 18:44
  • $\begingroup$ I can't find the principle BSDF. I only found the long one. Not the short node. Where would I find that? $\endgroup$
    – Tucker
    Commented Dec 24, 2017 at 3:35
  • $\begingroup$ The short one is just hidden long one. Press ctrl+h hovering over it to expand/shrink it. $\endgroup$
    – cgslav
    Commented Dec 24, 2017 at 7:32

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