Graphics Programs Reference
In-Depth Information
5. Repeat the same process for the other three
Bump
nodes connected to
the shaders'
Normal
inputs by copying the
Strength
value. This time,
drag the first
Multiply
socket to create a new interface input and connect
the other two to it as well. Rename it as
Bump
and finally close the group.
Mixing the materials groups
Now we can start building the real shader, by mixing the
Rock_procedural
and the
Snow
materials:
1. Delete the
Rock_procedural_01
material by clicking on the
X
icon on
the
Node Editor
window's header.
2. Click on
New
in the
Material
window under the
Properties
panel or in the
Node Editor
header and rename this material as
Rock_Snow
.
3. In the
Material
window on the right, under the
Properties
panel, switch
the
Diffuse BSDF
shader with a
Mix Shader
node. In the first
Shader
slot, load the
Rock_procedural
node group and in the second
Shader
slot load the
Snow
node group (they are available in a pop-up menu, un-
der
Group
, by clicking on both the
Shader
buttons).
4. Add a
Texture Coordinate
node (press
Shift
+
A
and go to
Input
|
Tex-
ture Coordinate
) and connect the
Object
output to the
Vector
input of
both the node groups, as shown here: