Graphics Programs Reference
In-Depth Information
click on the Assign button. Now the ocean cube has two materials: the
transparent water surface and the opaque sides/bottom (a simple white
Diffuse material). After this, go out of edit mode.
3. In the Material window, click on the ocean_surface_under material
to select it. In the Node Editor window, delete the Foam and the
Foam_location node groups and also delete the two Mix nodes. Just
to make things clearer, ungroup (press ALT + G ) the remaining
Ocean_water node group.
4. For the moment, place the Ocean water and the Mix Shader nodes
ideally aside. Add a Texture Coordinate node (press Shift + A and go
to Input | Texture Coordinate ), a Mapping node (press Shift + A and
go to Vector | Mapping ), and an Image Texture node (press Shift + A
and go to Texture | Image Texture ). Connect the UV output of the Tex-
ture Coordinate node to the Vector input of the Mapping node and the
Vector output of this one to the Vector input socket of the Image Texture
node.
5. In the Image Texture node, load the caustics_tileable_low.png
texture and set the color space to Non-Color Data .
6. Add a Diffuse BSDF shader and a Transparent BSDF shader. Add a
new Mix Shader node. Connect the Diffuse output to the first Shader in-
put of this Mix Shader node and the Transparent shader output to the
second one. Connect the color output of the Image Texture node to the
color input socket of the Transparent BSDF shader and the Alpha out-
put to the Fac input of the same Mix Shader node.
7. Now connect the output of this second Mix Shader node to the first and
still empty Shader input socket of the first Mix Shader node.
8. Add a Light Path node (press Shift + A and go to Input | Light Path )
and connect the Is Camera Ray output to the Fac input of the first Mix
Shader node, as shown here:
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