Graphics Programs Reference
In-Depth Information
nect the
Facing
output of the
Layer Weight
node to the
Fac
input of the
ColorRamp
and its
Color
output to the
Fac
input socket of the
Mix
node.
4. Add an
Invert
node (press
Shift
+
A
and go to
Color
|
Invert
) and paste
it between the
ColorRamp
node and the
Mix
node. Set the
ColorRamp
interpolation mode to
B-Spline
and the
Color1
value of the
Mix
node to
R 0.187
,
G 0.319
, and
B 1.000
; set the
Color2
value to
R 0.000
,
G
0.880
, and
B 0.222
.
5. Press
Shift
+
D
to duplicate the
Mix
node and set the
Blend Type
to
Burn
; set the
Fac
value to
0.200
and connect the
Mix
node color output
to the
Color1
input socket.
6. Press
Shift
+
D
to duplicate the
Mix
node again and set the
Blend Type
to
Overlay
, then connect its
Color
output to both the
Color
input sockets
of the
Diffuse
node and of the
Glossy
shaders. Now connect the
Color
output of the
Burn
node to the
Color1
input socket of the
Overlay
node.
7. Add an
Attribute
node (press
Shift
+
A
and go to
Input
|
Attribute
);
select and press
Shift
+
D
to duplicate the
ColorRamp
and the
Invert
nodes, move them closer to the
Attribute
node. Write the name of the
vertex color layer (
V_col
) in the
Name
slot of the
Attribute
node, then
connect the
Color
output to the
Fac
input of the
ColorRamp
node. Move
the white color marker of this
ColorRamp
node to the middle of the slider.
8. Connect the
Color
output of the second
Invert
node to the
Fac
input
socket of the
Mix Shader
node.
9. Add a
Texture Coordinate
node (press
Shift
+
A
and go to
Input
|
Tex-
ture Coordinate
), a
Mapping
node (press
Shift
+
A
and go to
Vector
|
Mapping
), two
Noise Texture
nodes (press
Shift
+
A
and go to
Textures