Graphics Programs Reference
In-Depth Information
9. First, we expose the colors: click on the
Color
input socket of the first
Diffuse
shader inside the
Color
frame and drag it to the extreme left to
the border of the group interface. Rename the newly created input socket
as
Diff_Color1
. Do the same with the second
Diffuse
shader and re-
name the new socket as
Diff_Color2
. Repeat this for the
Color
socket
of the
Glossy
shader and rename the input as
Spec_Color
.
10. Now click on the
Fac
socket of the second
Mix Shader
node inside the
Color
frame and drag it to the left as well; rename it as
Spec_Amount
.
11. Expose, too, the
Roughness
socket of the
Glossy
shader.
Now we have to find a way to expose a single input value to drive the scale of all the
texture nodes and also need one single input value to drive the three
Bump
nodes
piped to the
Normal
sockets of the three shaders, keeping at the same time their
individual starting values.
1. Add a
Math
node (press
Shift
+
A
and go to
Convertor
|
Math
) and move
it closer to the first
Voronoi
texture inside the
2nd Bump
frame. Set the
operation to
Multiply
and, in the first
Value
slot, copy the
Scale
value of
the
Voronoi
texture. Connect the
Value
output to the texture's
Scale
in-
put. Set the second
Value
to
1.000
and drag it to the left; rename the
new interface input as
Scale
.
2. Press
Shift
+
D
to duplicate the
Math
node, move it close to the following
Musgrave
texture node, copy the
Scale
value, and drag the second
Value
input to connect it to the
Scale
new input on the interface. Connect
the output of the duplicated
Math
node to the
Musgrave
scale input.
3. Repeat the same process for all the textures inside the
1st Bump
and
2nd Bump
frames, at the end you should have added and connected
eight
Math
nodes.
4. By clicking on the little upper arrow on the side of the
Scale
interface in-
put, move it before the
Spec_Amount
node.