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