Graphics Programs Reference
In-Depth Information
13. Add a
ColorRamp
(Press
Shift
+
A
and go to
Convertor
|
ColorRamp
)
and paste it right after the
Noise Texture
node; set the interpolation to
B-Spline
and move the black color marker one-third to the right.
14. Press
Shift
+
D
to duplicate the
ColorRamp
and paste it right after the
first
Wave Texture
node; move the black color marker to the middle of
the slider and the white color marker just a little bit to the left.
15. Press
Shift
+
D
to duplicate the
ColorRamp
again and paste it right after
the second
Wave Texture
node; move the white color marker to the full
left of the slider.
16. Now add a
Mix
node (Press
Shift
+
A
and go to
Color
|
Mix
) and connect
the
Add
node's
Color
output to to its
Fac
input socket. Set the
Color1
to
R 1.000
,
G 0.500
, and
B 0.150
and the
Color2
to
R 0.694
,
G
0.205
, and
B 0.027
.
17. Press
Shift
+
D
on the
Mix
node, pasting the duplicate right next to the
original; connect the original's output to the
Color2
input socket too and
change the
Blend Type
to
Multiply
.
18. Add a frame (Press
Shift
+
A
and go to
Layout
|
Frame
), select the three
textures, the three
ColorRamp
nodes and the four
Mix
nodes and then
the frame; press
Ctrl
+
P
to parent them. Rename the frame
COLOR
.
19. Add a new
Noise Texture
node (Press
Shift
+
A
and go to
Texture
|
Noise Texture
), a
Math
node (Press
Shift
+
A
and go to
Convertor
|
Math
), and a
Bump
node (Press
Shift
+
A
and go to
Vector
|
Bump
).
20. Connect the third
Mapping
node output to the
Vector
input socket of the
Noise Texture
node, then connect the
Color
output of the
Noise texture
node to the second
Value
input of the
Math
node. Set its operation to
Add
and connect its output to the
Height
input socket of the
Bump
node.
21. Set the
Bump
node's
Strength
to
0.015
and connect the
Normal
output
to the
Normal
inputs of both the
Diffuse
and the
Glossy
shaders inside