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:
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