I'm sorry it took me so long to reply. It took me all day to check things out and put this together.
Thank you so very much for replying to my query!
Is this closer to what you're after?
Yes!
If it's not asking too much I would really appreciate it if you would attach your jas file.
There are so many variations and I've tried to create a few different styles.
Your example is very close to what I originally wanted (see: mineral miners photo).
Since I found lighter colored rose quartz I tend to favor a little less deep colored quartz like in the attached photo:
Charms of Light
I like the larger bit of the frothy white type Matt at the top with a few small of the frothy white (not too many)
scattered here or there -
just like you have it.
I would like more sharp shattered or semi rounded geometry with few rounded bumps rather than many rounded bumps.
In one of my attempts I tried creating something like See: (best crystals) photo.
I greatly appreciate all your advise and suggestions along with a link to your tut showing how
to make a seamless texture! I glanced over your tut. It's excellent!
Thanks for all the pictures and detailed instructions showing how to make the seamless texture.
Thank you for taking so much time to help me! It is more than I could have hoped for.
I've spent the day trying various combinations of your suggestions and looking for better examples to show:
I gave up trying to make the render in Falcon and switched to the Cheetah renderer.
That seems to take care of the problem of the black outline.
I started trying to make the attached file (RS QZ forum 2) a strictly procedural Matt.
I turned the Displacement Modifier and replaced the image node with the Voronoi node (as you did).
I didn't try to make any value changes to the Voronoi node.
Now I don't have any images to deal with.
I don't like how the whitish material circles the hart in my file. I would like it like yours.
Oh - I recently noticed I tried UV mapping the heart in of my first attempt of image matt. I forgot I had moved edges in an attempt to move more of the white to one area. Now the same UV map keeps reappearing even when I use a different geometrical heart.
How do I get rid of the seams of the UV map altogether? The most I can do is remap it with just one seam.
Should I keep one seam as I have it in the new heart object I've attached? (See; Disc Heart forum)
I haven't had a chance to try the new heart object yet.
Thanks Again
Jeanny