Graphics Programs Reference
In-Depth Information
7. Go to the
World
window, click on
Use Nodes
and change the color to
R
0.118
,
G 0.129
,
B 0.142
.
8. Go in the
Render
window and, under
Sampling
, change the samples to
100
both for
Render
and
Preview
. Also, increase the
Clamp
value to
1.00
.
9. Split the 3D window to two horizontal windows and change the upper one
to a
Node Editor
window.
10. Set the 3D window as a
Camera
view and in
Rendered
mode.
11. In the
Outliner
, select the lamp, click on
Use Nodes
and set the
Strength
value to
1000.000
.
How to do it...
And now, let's jump straight to the material creation:
1. Select the cube and click on
Use Nodes
in the
Material
window, under
Surface
in the
Properties
panel, or in the
Node Editor
window's header.
Rename the material as
Running_water
.
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
Glossy BSDF
shader.
3. Set the
Glass
shader's
IOR
value to
1.330
and the color of both the
Glass
and
Glossy
shaders to pure white. Set the
Roughness
value of
the
Glossy
shader to
0.010
.
4. Add a
Fresnel
node (press
Shift
+
A
and go to
Input
|
Fresnel
) and con-
nect its output to the
Fac
socket of the
Mix Shader
node; set the
IOR
value to
1.330
.
5. Add a
Musgrave Texture
node (press
Shift
+
A
and go to
Texture
|
Mus-
grave Texture
) and a
Bump
node (press Shift + A and go to
Vector
|
Bump
). Connect the
Musgrave
node's
Fac
output to the
Height
input
of the
Bump
node, then its
Normal
output to the
Normal
sockets of the
Glass
and
Glossy
shaders.
6. Add a Texture Coordinate node (press
Shift
+
A
and go to
Input
|
Texture
Coordinate
) and a
Mapping
(press
Shift
+
A
and go to
Vector
|
Map-
ping
) node. 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 socket of the
Musgrave Texture
node.