Graphics Programs Reference
In-Depth Information
We are now ready to go and make this:
How to do it...
After you have prepared the scene, let's start with creation of the material:
1. Select the plane and click on
New
in the
Material
window under the
Properties
panel, or in the
Node Editor
window's header. Rename the
material as
Sand_01
.
2. Press
Shift
and select the UV Sphere, the cube, and the plane (because
it's the active object of the multiselection). Press
Crtl
+
L
and from the
Make Links
pop-up menu, select
Material
to assign the same material to
the other two objects. The
Sand_01
material is now assigned to all three
objects.
3. In the
Material
window under the
Properties
panel on the right, switch
the
Diffuse
shader with a
Mix Shader
node. In both the two
Shader
slots, assign a
Diffuse BSDF
shader.
4. Change the color of the first
Diffuse
shader to
R 0.800
,
G 0.659
,
B 0.504
.
Change the color of the second
Diffuse
shader to
R 0.521
,
G 0.513
,
B
0.335
.
5. Add a
Noise Texture
node (press
Shift
+
A
and go to
Texture
|
Noise
Texture
), add a
Texture Coordinate
node (press
Shift
+
A
and go to
In-
put
|
Texture Coordinate
), and a
Mapping
node (press
Shift
+
A
and go
to
Vector
|
Mapping
).
6. Connect the
Object
output of the
Texture Coordinate
node to the
Vector
input of the
Mapping
node, and then the
Vector
output to the
Vector
in-
put of the
Noise
texture.
7. Connect the
Fac
output of the
Noise
texture to the
Fac
input of the
Mix
Shader
node. Increase the
Detail
value of the
Noise
texture to
5.000
, as
shown here: