This 3D model of a peacock feather combines high-fidelity scanning with procedural detail for realistic and customizable results.
The Ocellus and Barb Curbs were created using Photometric Stereo Scanning, a focused variant of photogrammetry. This method allowed me to capture albedo, translucency, and normal maps directly from the real feather. Additional texture maps were generated using Affinity Photo and Materialize. All textures are 8K resolution, ensuring crisp results even in extreme close-up renders.
The After Feather / Downy Barbs are built entirely through Geometry Nodes, making them fully procedural and easily adjustable to fit different artistic or scientific needs.
To replicate the feather’s signature iridescence, I also implemented structural coloration directly in the shader, simulating the light-interference effects that give real peacock feathers their vibrant, shifting hues.