Graphics Programs Reference
In-Depth Information
1. Select the cube and click on
New
in the
Material
window under the
Prop-
erties
panel, or in the
Node Editor
window's header. Rename the mater-
ial as
Ice_01
.
2. In the
Material
window on the right, under
Surface
, switch the
Diffuse
shader with a
Mix Shader
node. In the first
Shader
slot, select a
Glass
BSDF
shader and in the second slot a
Transparent BSDF
shader.
3. Set the
Glass
shader's color totally white and the
IOR
value to
1.309
.
Set the
Transparent
shader's color to
R 0.448
,
G 0.813
,
B 1.000
.
4. Add a
Fresnel
node (press
Shift
+
A
and go to
Input
|
Fresnel
) to the
Fac
input socket of the
Mix Shader
node and set the
IOR
value to
1.309
as well.
5. Add a
Glossy BSDF
shader (press
Shift
+
A
and go to
Shader
|
Glossy
BSDF
), set the color to pure white and the
Roughness
value to
0.050
.
6. Select the
Mix Shader
node and press
Shift
+
D
to duplicate it. Connect
the other
Mix Shader
output to the first
Shader
input socket and the
Glossy
shader output to the second one. Add a
Layer Weight
node
(press
Shift
+
A
and go to
Input
|
Layer Weight
) and connect the
Facing
output to the
Fac
socket of the second
Mix Shader
node.
7. Add a
Voronoi Texture
node (press
Shift
+
A
and go to
Texture
|
Voronoi
Texture
), set to
Cells
and
Scale
to
50.000
.
8. Add a
Noise Texture
node (press
Shift
+
A
and go to
Texture
|
Noise
Texture
), set only the
Scale
value to
50.000
.
9. Add a
Math
node (press
Shift
+
A
and go to
Convertor
|
Math
) and set
the operator to
Maximum
. Connect the
Fac
outputs of the
Voronoi
and
Noise
texture nodes to the first and second
Value
input of the
Math
node.
10. Add a
Bump
node (press
Shift
+
A
and go to
Vector
|
Bump
), connect the
Math
node output to the
Height
input of the
Bump
node and its
Normal
output to the
Normal
input sockets of the
Glass
and the
Glossy
shaders.
11. Set the
Strength
value of the
Bump
node to
0.005
.
12. Add a
Texture Coordinate
(press
Shift
+
A
and go to
Input
|
Texture
Coordinate
) and a Mapping (press
Shift
+
A
and go to
Vector
|
Mapping
)
nodes, connect the
Object
output of the first to the
Vector
input of the
second one, and then connect the
Vector
output of the
Mapping
node to
the
Vector
input sockets of both the
Voronoi
and
Noise
textures.
So, finally, this is our result: