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
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