Graphics Programs Reference
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20. Rename the material as Rock_01 (the numeration is because I assume
that you are going to experiment with the several values producing more
and different kind of rock materials). If you wish, model a very quick rock
mesh, by sculpting or deforming the subdivided cube in proportional edit
mode, and assign to it the Rock_01 material:
How it works...
We have mapped a color rock image with the Box option available in the Image
Texture node (developed by the Mango Team for the "Tears Of Steel" production to
quickly map objects without the need to unwrap them) and set the Blend factor to
0.500 to have smooth transitions at the corners.
First, we have applied the image map to the cube as color, to have a quick feedback.
Thanks to the ColorRamp node, we have obtained the following goals:
• We have converted the color image to a gray-scale image, which is to be
used for the bump
• By moving the color markers, we have remapped this value to reverse
and increase the contrast (we could have obtained the same result by
processing the color map in Gimp, for example, by desaturating it and
playing with the Curve Tool).
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