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:
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