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