Graphics Programs Reference
In-Depth Information
19. In the duplicated
Wave Texture
node set the
Scale
value to
0.500
, and
in the duplicated
Musgrave
node set
Scale
to
10.000
,
Dimension
to
1.000
,
Lacunarity
to
0.200
, and
Offset
to
0.600
.
20. Add a new
ColorRamp
node (press
Shift
+
A
and go to
Convertor
|
Co-
lorRamp
), set the interpolation to
Ease
and move the white color marker
one-third to the left; change the black color marker to
RGB 0.500
and
click on the
Add
button. Set the
Color
of the new marker to pure black.
Connect the
Color
output of the
Difference3
node to the
Fac
value of the
ColorRamp
node.
21. Add a
Mix
node (press
Shift
+
A
|
Color
|
Mix
) and paste it between the
Difference2
node and the second
Metal
group; connect the last
Color-
Ramp
node's
Color
output to the
Color2
input socket of the
Mix
node;
set the
Mix
node
Blend Type
to
Add
, the
Fac
value to
1.000
and check
the
Clamp
option.
How it works...
As with the bronze material recipe, we used the
Dirty Vertex Colors
layer as stencil
factor, this time to mix two instances of the same
Metal
node group; the first one
with average metal settings and a polished surface, the second one set as a lot less
reflective surface with bump scratches obtained by the texture nodes.
There's more...
Obviously, it's not just the
Dirty Vertex Colors
layer that can be modified and im-
proved by vertex painting the mesh, but we could also use, instead, a gray-scale im-
age map, painted for example in The Gimp or in Blender itself and then UV mapped
on the mesh to obtain more precisely localized or peculiar worn effects.