Graphics Programs Reference
In-Depth Information
Contrast node, set the Bright value to 0.000 and the Contrast value
to -0.800 . In the second Wave texture, set the Scale value to 1.000 ,
Distortion to 10.000 , Detail to 5.000 , and Detail Scale to 1.000 . In
the respective Bright/Contrast node again set the Bright value to 0.000
and the Contrast value to -0.800 .
23. Add a Math node (press Shift + A and go to Convertor | Math ). Set the
operation to Multiply and the first Value the same as the Scale value of
the first Wave texture ( 0.500 ). Set the second Value to 1.000 . Connect
the Value output to the Scale input of the first Wave texture node.
24. Press Shift + D to duplicate the Math node, move it on the side of the
second Wave texture, and set the first Value the same as the Scale value
of the second Wave texture ( 1.000 ). Connect the Value output to the
Scale input.
25. Add a Value node (press Shift and go to Input | Value ) and connect the
output to both the second Value input sockets of the Math nodes, as
shown here:
26. Add a Frame , parent and rename the Frame as Big Waves .
27. Duplicate a Multiply node and drag it to the link between the Sand Bump
frame's Multiply node output and the Material Output node. Connect the
Divide node output of Big Waves to the Color2 input of this last Multiply
node.
28. Duplicate a Noise texture, a Bright/Contrast node, and a Multiply node.
Connect the Mapping output to the Vector input of the texture node, then
connect the Noise color output to the Bright/Color color input and its out-
put to the Color1 input of the Multiply node.
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