Graphics Programs Reference
In-Depth Information
8. Go to the second Mapping node and set the Rotation Y to 90° . Go to
the Wave Texture nodes and for both of them set the Scale to 100.000 ,
Distortion to 2.000 , and Detail Scale to 2.000 . For the Noise Texture
set the Scale to 80.000 and the Distortion to 5.000 .
9. Add a new Math node ( Shift + A | Convertor | Math ), set the operation to
Subtract , and connect the outputs of the first two Multiply nodes to the
first and to the second Value input sockets.
10. Press Shift + D to duplicate the last Math node, set the operation mode to
Add , and connect the output of the Subtract node to its first Value sock-
et, and the output of the third Multiply node, which is connected to the
Noise Texture node, to the second Value input socket.
11. Press Shift + D to duplicate a Multiply node and connect the output of the
Add node to the first Value input socket; set the second Value to 0.050 .
Connect the last Multiply node output to the Displacement input socket
of the Material Output node.
12. Add a frame ( Shift + A | Layout | Frame ), select the Mapping nodes, the
Textures , and all the Math nodes, and then the frame and then press Ctrl
+ P to parent them. Rename the frame to BUMP .
13. Add two new Mapping nodes ( Shift + A | Vector | Mapping ) and two
Wave Texture nodes ( Shift + A | Texture | Wave Texture ). As before,
connect the UV output of the Texture Coordinate node to the Vector in-
puts of each of the Mapping nodes, and these latter to the Wave Texture
nodes.
14. Go to the first Mapping node and set the Rotation Z value to -45° and
the Scale Y to 2.000 . Go to the respective Wave Texture and set the
Scale to 10.900 and the Detail to 0.000 . Copy the same exact values in
the second Wave Texture node and in the second Mapping node set the
Rotation Z value to 45° , and the Scale X to 2.000 .
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