Graphics Programs Reference
In-Depth Information
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: