Graphics Programs Reference
In-Depth Information
5. Connect the Multiply node output to the Color1 input of the Burn node.
Connect the output of the Burn node to the Fac input of the Mix Shader
node, as shown here:
How it works...
This material, which looks quite complex, is actually easy to understand by splitting
the entire process in three stages corresponding to the three group nodes:
The first stage : Here, we created the basic ocean water shader by mix-
ing a Glass shader with a Transparent shader on the ground of the Fa-
cing value of the Layer Weight node, and then with a Glossy shader
driven by the water index of refraction (the IOR value of the Fresnel
node, which for water at 20° C is of 1.333 ). In short, this means that the
ocean surface is nicely reflecting the environment, but for the faces look-
ing towards the camera (the Facing factor), it is transparent and lets the
"underwater" show through. Very important is the bottom ocean plane,
used to mimic the water volume, the underwater perspective, and also
emitting light to enhance the effect of the sun bouncing from the ocean
surface to any floating object:
The second stage : This is where we worked on the material for the foam,
a simple white Diffuse shader. In fact, the peculiarity of the foam shader
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