Graphics Programs Reference
In-Depth Information
shader and the Material Output node and connect the second Diffuse
shader to the second Shader input socket.
17. Connect the Bump output to the second Diffuse shader's Normal input.
Set the Bump strength to 1.000 .
18. Change the first Diffuse shader's color to R 0.593 , G 0.479 , B 0.242 .
Change the second Diffuse shader's color to R 0.106 , G 0.067 , B 0.053
and the set Roughness value to 1.000 .
19. Add one more Noise texture node (press Shift + A and go to Texture
| Noise Texture ) and a new ColorRamp node (press Shift + A and go
to Convertor | ColorRamp ). Connect the Mapping node output to the
Noise vector input and the texture Color output to the Fac input of the
ColorRamp node. Then, connect the ColorRamp node's Color output to
the Fac input socket of the Mix Shader node.
20. Set the Noise node's Scale value to 1.000 and the Detail value to
5.000 . Switch the ColorRamp node's interpolation to B-Spline and
move the black marker one-third to the right, the white marker one-third
to the left, and click on the Add button to add a new marker. Set its color
to black and move it very close to the first black marker, as shown in the
following screenshot:
How it works...
The way this material works is very similar to the sand material:
• We mixed two slightly different colors using a Noise texture as a stencil
factor
• We created the ground roughness by an ensemble of procedural textures
whose total sum has been then connected to the Normal input sockets of
the Diffuse shader nodes
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