Graphics Programs Reference
In-Depth Information
Creating
a
simple
ground
material
using procedural textures
In this recipe, we will create a basic raw ground material.
Getting ready
The first step is to start Blender and switch to Cycles. Delete the default cube and add
a plane. In edit mode, scale it nine times bigger (18 units per side) and then follow
these steps:
1. Go in the
Object Modifiers
window and assign a
Subdivision Surface
modifier to the plane. Switch from
Catmull-Clark
to
Simple
and set the
levels of
Subdivisions
for both
View
and
Render
to
2
.
2. Assign a second
Subdivision Surface
modifier. Again, switch to
Simple
and set the levels of
Subdivisions
for both
View
and
Render
to
4
.
3. Assign two
Displace
modifiers. In the first one, assign a
Voronoi
texture,
increase the
Size
value to
1.80
, and set the displacement strength to
0.400
. In the second one, assign the default
Clouds
texture, increase
the
Size
value to
0.75
and the
Depth
value to
5
, set the displacement
strength to
0.400
as well.
4. In the
Object Tool
panel, under
Shading
, set the plane smooth.
5. Go to the
World
window and click on
Use Nodes
, then click on the little
square with a dot to the right-hand side of the color slot. From the menu,
select
Sky Texture
. Set the
Strength
value to
0.250
.
6. Select the lamp, go to the lamp's
Object Data
window and click on
Use
Nodes
. Then, change the
Lamp
type to
Sun
, set the
Size
value to
0.100
,
and the
Strength
value to
1.400
. Change the light color to
R 1.000
,
G
0.935
,
B 0.810
. In orthogonal top view, rotate the
Sun
lamp to a degree of
90°
.
7. Place the camera to have a nice angle on the plane and switch the 3D
view to a
Camera
view (press
0
from numpad).
8. Split the 3D window to two horizontal rows and change the upper one to a
Node Editor
window.
9. Set the
Camera
view mode to
Rendered
.