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I'm trying to create a procedural Galia melon texture, I want something like this as a result(with a bumpy look, yes) image Any ideas? .Blend File

Here's where I'm at now: enter image description here My node setup(sorry for the shitty pic): enter image description here

I can't use real melon images

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  • $\begingroup$ Hello :). You can also share the .blend with your current node-setup. $\endgroup$ – Jachym Michal Sep 29 at 16:13
  • $\begingroup$ Sorry, added link in the question @JachymMichal $\endgroup$ – cxnt Sep 29 at 16:28
  • $\begingroup$ Is it still for some NN learning? $\endgroup$ – lemon Sep 29 at 18:31
  • $\begingroup$ @lemon yes, look at the background image here, it's almost impossible to manually label something like this, I'm looking for a solution that will solve this automatically $\endgroup$ – cxnt Sep 30 at 6:58
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    $\begingroup$ @lemon There are a lot of experiments ahead with synthetic data, most of my previous experiments were unpredictable until I actually trained some data, I couldn't see the result, and make any conclusion, to improve my nn model. I haven't tested yet the melon case, I'm gonna do it today, and see how it goes. I think this task is pretty similar to finding cracks on roads or cracks on buildings $\endgroup$ – cxnt Sep 30 at 7:38
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Here is a rough quick attempt.

Use a Voronoi texture set to Distance to Edge as base for the mask between the two colors. Distort it with another smaller Voronoi texture to give the "cracks" a rougher look, by mixing "clean" texture coordinates with the texture using a Mix RGB node.

Adjust all progressions with color ramps, and you can use a final color ramp through

Use a similar voronoi based texture for bump.

enter image description here

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  • $\begingroup$ Your node setup is awesome, thank you so much! $\endgroup$ – cxnt Sep 30 at 8:52

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