Graphics Programs Reference
In-Depth Information
How to do it...
Now we are going to create the material:
1. Go to the frame 100.
2. Be sure to have the cloth plane selected and click on
New
in the
Material
window under the
Properties
panel or in the
Node Editor
header; re-
name the new material
cloth_generic
.
3. In the
Material
window switch the
Diffuse BSDF
node with a
Mix Shader
node; in the first
Shader
slot select a
Diffuse BSDF
node and in the
second one a
Glossy BSDF
shader node.
4. Set the
Diffuse
roughness to
1.000
; set the
Glossy
roughness to
0.500
.
Change the
Glossy
color to R 0.800, G 0.730, B 0.369 and the
Fac
value
of the
Mix Shader
node to
0.160
.
5. Add a
Texture Coordinate
node (
Shift
+
A
|
Input
|
Texture Coordinate
)
and two
Mapping
nodes (
Shift
+
A
|
Vector
|
Mapping
); connect the
UV
output of the
Texture Coordinate
node to the
Vector
input sockets of the
two
Mapping
nodes.
6. Now add two
Wave Texture
nodes (
Shift
+
A
|
Texture
|
Wave Texture
)
and a
Noise Texture
node (
Shift
+
A
|
Texture
|
Noise Texture
). Connect
the output of the first
Mapping
node to the
Vector
input sockets of the
first
Wave Texture
node and of the
Noise Texture
node; connect the out-
put of the second
Mapping
node to the
Vector
input of the second
Wave
Texture
node.
7. Add three
Math
nodes (
Shift
+
A
|
Convertor
|
Math
), each one for each
texture node; set their operation mode to
Multiply
and connect the
Fac
output of each texture node to the first
Value
input socket of the respect-
ive
Math
node. Set the second
Value
of the first two
Math
nodes to
1.000
.