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
.