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
.