Graphics Programs Reference
In-Depth Information
Creating
a
sand
material
using
procedural textures
In this recipe, we will create a sand material, good for close objects as for distant
ones:
Getting ready
To get ready, start Blender and switch to Cycles. Delete the default cube and add a
plane. In the edit mode, scale it nine times bigger (18 units per side).
1. Go to the World window and click on Use Nodes , then click on the little
square with a dot on the right-hand side of the color slot. From the menu,
select Sky Texture . Set the Strength value to 0.300 .
2. Select the lamp and go to the lamp's Object Data window and click on
Use Nodes . Then change the Lamp type to Sun and set the Size value
to 0.100 and the Strength value to 2.000 . Change the light's color to R
1.000 , G 0.782 , B 0.310 . In an orthogonal top view, rotate the Sun lamp to
45° .
3. Place the camera to have a nice angle on the plane and switch the 3D
view to a Camera view (press 0 from numpad).
4. Add a cube and a UV Sphere to the scene and place them leaning on the
plane.
5. Select the cube and in the Object Modifiers window add a Bevel modifier.
Set the Width value to 0.0600 . Assign a Subdivision Surface modifier
and set both the levels to 2 . Assign a Smooth modifier and set the Factor
value to 1.000 and Repeat to 25 . Press T to call the Object Tools panel
on the left, and under Shading select Smooth .
6. Split the 3D window to two horizontal rows and change the upper one to a
Node Editor window and set the Camera view mode to Rendered .
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