Graphics Programs Reference
In-Depth Information
8. Add a Texture Coordinate node (press Shift + A and go to Input | Tex-
ture Coordinate ), then connect the Object output to the Tangent input
of both the Metal group instances.
So far the shader looks really simple. Now we are going to build the bump
complex to be piped in the Bump input socket of the second Metal group.
9. Add a Mapping node (press Shift + A and go to Vector | Mapping ), a
Wave Texture node (press Shift + A and go to Texture | Wave Texture
), a Musgrave Texture node (press Shift + A and go to Texture | Mus-
grave Texture ), a Mix node (press Shift + A and go to Color | Mix ), and
a ColorRamp node (press Shift + A and go to Convertor | ColorRamp ).
10. Press Shift + D to duplicate the Mapping node, then connect the Object
output of the Texture Coordinate node to the Vector input sockets of
both the Mapping nodes. In the second Mapping node set the Location
to 0.010 for all three axes.
11. In the Wave Texture set the Wave Type value to Rings , Scale to
27.000 , Distortion to 11.800 , and Detail to 16.000 . Press Shift + D
to duplicate the node and move it just under the first one. Also, move the
Musgrave node under this second Wave .
12. Connect the first Mapping node's Vector output to the first Wave Texture
node's Vector input socket; connect the second Mapping node's Vector
output to the Vector input sockets of the second Wave and of the Mus-
grave Texture node.
13. Set the Musgrave type to Ridged Multifractal , Scale to 27.000 , Detail
to 5.700 , and Offset to 0.500 .
14. Connect the input Color outputs of the two Wave Texture nodes to the
Color1 and Color2 sockets of the Mix node. Set the Mix node's Fac
value to 1.000 and the Blend Type to Difference . In the Active Node
Search WWH ::




Custom Search