Graphics Programs Reference
In-Depth Information
shader's Roughness value to 0.800 and the colors of both the shader
nodes to pure white.
26. Add an Image Texture node (press Shift + A and go to Texture | Image
Texture ), a ColorRamp node (press Shift + A and go to Convertor | Col-
orRamp ) and a Bump node (press Shift + A and go to Vector | Bump ).
27. Rename the Image Texture node as Clouds and connect its Color out-
put to the Fac input of the ColorRamp and to the Height input socket of
the Bump node.
28. Set the ColorRamp interpolation to Ease and connect its color output
to the Factor input socket of the first Mix Shader node. Connect the
Bump node output to the Normal inputs of both the Diffuse and Glossy
shaders and set the Strength value to 0.002 .
29. Click on the Open button of the Clouds image texture node and load the
Clouds.png image. Set Color Space to Non-Color Data .
30. In the Outliner , unhide the Earth_Atmosphere sphere and select it.
Click on New in the Material window under the Properties panel or in the
Node Editor header. Rename the material as Atmosphere .
31. 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
shader's Roughness value to 0.800 . Set the Transparent shader color
to R 0.640 , G 0.692 , B 0.753 .
32. Add a Layer Weight node (press Shift + A and go to Input | Layer
Weight ) and a ColorRamp node (press Shift + A and go to Convertor |
ColorRamp ) and connect the Facing output of the Layer Weight node
to the Fac input of the ColorRamp node. Set the ColorRamp node's in-
terpolation to B-Spline and move the black color marker one-fourth to the
right of the slider.
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