Jade material 2
From LuxRender Wiki
In this tutorial we will be creating a jade material similar to this one. We will be mixing together several procedural textures to get the final look. Procedural textures are a little difficult to control and changing one of their settings even just a little can give very different results. But by experimenting and trying out different settings and combining nodes you can create just about anything. The tutorial is intended for LuxCore, so please make sure that you are using a fairly recent build of LuxRender. Grab the starter and finished files from here.
Add a material for the pendant and click 'use material nodes'. In the node editor, replace the matte node with a glossy translucent node. Set the diffuse color to some dark green, such as RGB: 0.07 0.1 0.07. Making the diffuse color dark will make more light go into the material since less light is reflected. Leave the transmission color as RGB: 1, as we will use a volume to define the interior color. Set roughness to 0.005 and render.
Add a volume on the World tab, rename it to 'Jade' and click 'use volume nodes'. In the node editor, select the jade volume as interior for the pendant. Switch to the volume nodes and add a heterogeneous volume. The big difference between heterogeneous and homogeneous volumes is that homogeneous uses the same properties all the way through the volume. This means that it can't change to a completely different color somewhere inside the volume. With heterogeneous volumes we can do this and this is where step size comes in. Considering a ray passing through a volume, step size is at what interval LuxRender should recalculate the color of the volume. To set this value right we must first find out how big the object is that holds the volume. In the 3D view properties panel we see that the pendant is 1.5cm x 3.7mm x 2.9cm In this case a step size of 0.5mm will be fine. The lower you set it the more detail you will get but also slower render time. A higher step size could work just as fine too and also give you faster render times.
Set step size to 0.5mm, enable multiscattering and set scattering scale to 300. Add a color at depth node, set the depth to 5mm and connect it to the Absorption color socket.
Mixing several textures can get messy very quick so let's deal with them one by one. Add a 3D texture mapping and set it to object coordinates, scale: 0.01 and 4 degrees rotation on X. Add a Wrinkled texture, set Octaves to 4 and Roughness to 0.9. Connect the mapping node to the Wrinkled node. Add a Color mix node, set Color 1 to RGB: 0.28 0.6 0.32 and Color 2 to RGB: 0. Connect the Wrinkled node to the mix node and the mix node to the Color at depth node. Render this now. You can find renders of each of the textures at the bottom of this page.
Duplicate the 3D texture mapping node and set the scale to 0.002. Add a Fbm texture, set Octaves to 4 and Roughness to 1. Duplicate the mix node and set Color 1 to RGB: 1.14 0.38 0.16. Connect the three new nodes as above and connect the mix node to the Color at depth node. Render.
Duplicate either one of the mix nodes and connect the first mix node to Color 1 and the second mix node to Color 2. Set Fac to 0.5 and connect the last mix node to the Color at depth node. Render!
Duplicate either one of the 3D mapping nodes, set scale to 0.003 and set the X rotation back to 0. Add a Marble texture, select Saw noise type, noise depth: 2, Turbulence: 15, Brightness: 0.7, Contrast: 3. Duplicate one of the mix nodes and set Color 1 to RGB: 0 and Color 2 to RGB: 0.59 1.0 0.65. Connect the three new nodes together and connect the mix node to the Color at depth node and render.
Duplicate one of the mix nodes, change its mode to Add and set fac (mix amount value) to 1. Connect the Mix node from Texture 3 to Color 1 and the Mix node in Texture 4 to Color 2. Connect the Add node to the Color at depth node.
And that is it. Render it now. You can find the complete volume node setup below as well as renders of each of the textures.
Based on Jade material by Drlog