Graphics Programs Reference
In-Depth Information
lorRamp ), a Mix node (press Shift + A and go to Color | Mix ), and an
Emission shader (press Shift + A and go to Shader | Emission ).
20. Rename the Image Texture node as Color_Night and connect its color
output to the Fac input socket of the ColorRamp node and the color out-
put of the latter to the Color1 input socket of the Mix node. Connect the
Mix node output to the color input of the Emission node.
21. In the Color_Night image texture node, load the Earth-
night_low.png image. Set the ColorRamp node's interpolation to B-
Spline and move the white color marker to the middle of the slider, then
move the black color marker one-fourth to the right. Set the Mix node's
Blend Type to Multiply , the Fac value to 1.000 , and change the Color2
value to R 1.000 , G 0.257 , B 0.090 . Set the Emission node's Strength
value to 0.400 .
22. Add a Frame (press Shift + A and go to Layout | Frame ), select the
new nodes and the frame, and press Crtl + P to parent them; rename the
frame as NIGHT .
23. Add a Mix Shader node (press Shift + A and go to Shader | Mix Shader )
and paste it just before the Material Output node. Connect the Emission
node output to the second Shader input socket of the last Mix Shader
node.
24. In the Outliner , unhide the Earth_Clouds sphere and select it. Click on
New in the Material window under the Properties panel or in the Node
Editor window's header. Rename the material as Clouds .
25. 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 a Transparent BSDF shader and in the second Shader slot
load a new Mix Shader node. In its first Shader slot, load a Diffuse
BSDF shader and in the second a Glossy BSDF shader. Set the Glossy
Search WWH ::




Custom Search