Graphics Programs Reference
In-Depth Information
6. Assign a third Displace modifier and select a Clouds texture. Set Noise
to Hard and the Displace modifier's Strength value to 0.040 .
7. Go to the World window and click on Use Nodes , and then click on the
little square with a dot on the right side of the color slot. From the result-
ing menu, select Sky Texture and set the Strength value to 0.300 .
8. Go to the Render window and under the Sampling tab set the Clamp
value to 1.00 and the samples to 10 for Preview and 25 for Render .
Under the Light Paths tab, check the No Caustics option.
How to do it...
Appending and grouping the rock and the snow shaders
First, let's append the already made materials to be improved from our library:
1. From the 1301OS_03_snow.blend file, append the Snow_01 material
and, for the moment, assign it to the Mountain object.
2. In the Node Editor window, select all the nodes except for Texture
Coordinates and Material Output and press Crtl + G to group them.
3. Move the Snow_Diffuse frame to the right of the Snow_Bump frame.
Delete the Value output at the right of the group interface by clicking
on the little X icon and also delete the last Multiply node inside the
Snow_Bump frame.
4. Select the Snow_Diffuse frame and add a Bump node (press Shift + A
and go to Vector | Bump ). Connect the Value output of the Add node in-
side the Snow_Bump frame to the Height input of the Bump node, and
connect the Normal output of the Bump node to the Normal input sock-
ets of both the Diffuse and Glossy shaders inside the Snow_Diffuse
frame.
5. Set the Bump node's Strength value to 0.010 . Set the Scale value of
the Mapping node to 1.000 .
6. Close the group and rename it Snow . Just to be sure, check the Fake
User option.
7. From the 1301OS_03_rock_procedural.blend file, append the
Rock_procedural_01 material and assign it to the Mountain object.
8. In the Node Editor window, again select all the nodes except for Texture
Coordinates and Material Output and press Crtl + G to group them. Re-
name the group as Rock_procedural .
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