Graphics Programs Reference
In-Depth Information
• From step 9 to step 18, we built the main bump effect, this time piped dir-
ectly as a whole in the Displacement input of the Material Output node
rather than to the per shader Normal inputs.
• From step 20 to step 25, we built a supplementary bump effect, this time
to simulate the big waves you can usually see on the desert sand dunes.
This effect is left apart from the main bump to be easily reduced or elimin-
ated if the case, and we added two Math nodes set to Multiply and driv-
en by a Value node to automatically set the size of the sand big waves
(actually, this is more of a "repeating" effect, that is, the bigger the value,
the smaller and closer the waves).
• In steps 28 and 29, we built a last bump effect to add, if necessary, the
sand grain, for example, for objects very close to the camera. From step
31 to step 33, we summed all the bump effects as a whole, to be driven
by the Math node value.
Every stage has been "framed" and labeled to make it more easily readable in the
Node Editor window.
There's more...
One more thing we can do to improve this material is to combine everything in a
"group" node, leaving, at the same time, the fundamental values exposed to be
tweaked from the interface.
1. Put the mouse cursor in the Node Editor window and press B . Horizontal
and vertical lines now appear at the mouse cursor's location, left-click and
drag the mouse to encompass the framed nodes, leaving outside only
the Texture Coordinate , the Mapping , and the Material Output nodes.
After the mouse button is released, everything you encompassed is now
selected.
2. Press Crtl + G and confirm by clicking on the Make Group | New pop-up
and create the group:
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