Graphics Programs Reference
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4. Rename the plane as Ocean_bottom .
How to do it...
We will be performing this in four parts:
First, creating the water surface and the bottom shaders
And now, let's start with the first material:
1. Split the 3D view to two horizontal rows and change the upper one to a
Node Editor window.
2. First, give to the cube and to the UV Sphere very simple colored materi-
als; just Diffuse shaders are enough.
3. Select Ocean_bottom and click on New in the Material window under
the Properties panel, or in the Node Editor window's header. Rename
the new material Ocean_bottom as well.
4. Switch the Diffuse BSDF shader with a Mix Shader node. In the first and
second slots, load two Emission shaders.
5. Add an Attribute node (press Shift + A and go to Input | Attribute ) and
connect the Color output to the Fac input of the Mix Shader node. In the
Name slot of the Attribute node, write Col_emit , the name of the vertex
color layer.
6. Change the color of the first Emission node to R 0.178 , G 0.150 , B 0.085
and set the Strength value to 1.000 .
7. Change the color of the second Emission node to R 0.213 , G 0.284 , B
0.380 , and set the Strength value to 2.000 .
The Ocean_bottom material is now ready:
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