Graphics Programs Reference
In-Depth Information
The ramp (Specular panel) must have two colors, with these seings:
F First color stop:
Posiion: 0.083
Color: 1 Red, 0.86 Green, 0 Blue
Alpha: 0.2
F Second color stop:
Posiion: 0.292
Color: 0.69 Red, 1 Green, 0.90 Blue
Alpha: 1
Make sure the interpolaion method for the ramp is set to Linear (the default one)
and the Input field is set to Shader .
Now it's ime to go and create a texture that will give a nice rusty look to the
material.
10. Go to the Texture tab in the Properties Editor , delete any default texture that may
be linked to the material and add a new one; name it sf_body_specNoise . As the
name suggests, this texture will just add noise to the specular component of the
shader; the diffuse component will also be affected, but just slightly.
The texture sf_body_specNoise must be of type Musgrave and have these
seings:
F Musgrave panel:
Type: fBM
Dimension: 0.1
Lacunarity: 4.2
Octaves: 8
Basis: Voronoi F1
Size: 0.4
F Influence panel:
Diffuse Intensity: Enabled, -0.376
Diffuse Color: Disabled
Specular Intensity: Enabled, 1
Blend: Add (drop-down menu located at the botom let of the panel)
Now it'sa good ime to check the material preview and ind a nice-looking rusty
material.
 
Search WWH ::




Custom Search