Graphics Programs Reference
In-Depth Information
9.
Next, go to the
Texture
tab in the
Properties Editor
, add a texture for the
SpecFlecksA
material, name it
flecksA
, and set it as follows:
F
Type: Noise
F
Mapping panel:
Size: 10 X, 10 Y, 10 Z
F
Influence panel:
Diffuse Color: disabled
Specular Intensity: enabled, 1.0
Blend: Muliply
This material is just used to add small lecks on the surface, which is done by seing
a very strong specularity and then modulaing it with a texture. The Muliply blend
mode causes the flecks to only appear where the noise texture is white. Make sure
to put this node as the top left one in the setup.
10. Now add a new material node (
Add → Input → Material
), name it as
baseGray
,
leave only the
Diffuse
opion enabled, and make sure to have it selected. Go to the
Material
tab in the
Properties Editor
and set it as follows:
F
Diffuse Color: 0.68 Red, 0.69 Green, 0.70 Blue
This is the second node on the left-hand side of the setup.
11. Now add the third node, put it below the first two, name it as
DarkSpec
, and
leave it enabled only in the
Diffuse
channel. Then set its specular intensity
to 1.0 and its hardness to 3 in the
Material
tab of the
Properties Editor
.
12. The next step is to add a
Mix
node (
Add → Color → Mix
), put it on the right-hand
side of the column of three nodes that we just created, and connect the color output
of the
speckFlecksA
node into the
Fac
input, the one for the
baseGray
node into
the
Color1
input and the one for the
DarkSpec
node into the
Color2
input.
13. This first mix node must be combined with a new node material. Let's add a new
material node (
Add → Input → Material
), create a new material, and name it
SpecFlecksB
. Make sure to only leave the
Specular
channel enabled on this node.
Select it, go to the
Material
tab in the
Properties Editor
and set it as follows:
F
Diffuse Color: 0.0 Red, 0.0 Green, 0.0 Blue
F
Specular panel:
Intensity: 0.7
Hardness: 3