Graphics Programs Reference
In-Depth Information
15. Add two ColorRamp nodes ( Shift + A | Convertor | ColorRamp ) and
connect the Fac output of the two Wave Texture nodes to the Fac input
sockets of the two ColorRamp nodes.
16. Add a Mix node ( Shift + A | Color | Mix ) and connect the Color outputs
of the two ColorRamp nodes to the Color1 and Color2 input sockets of
the Mix node. Set its Blend Type to Multiply and the Fac value to 1.000 .
17. Connect the Color output of the Mix node to the Color input socket of the
Diffuse BSDF node.
18. Add a frame ( Shift + A | Layout | Frame ), select the new nodes and
then the frame, and press Ctrl + P to parent them; rename the frame to
COLOR .
19. At this point we can change the colors inside the two ColorRamp gradi-
ents to obtain colored patterns; in my example, I set the first ColorRamp
colors as a pure white going to a light blue, and to a violet for the second
one.
How it works...
From step 1 to step 3 we just made the simple basic shader.
From step 4 to step 10 we built the bump texture of the tissue, by mixing with different
orientations two wave textures, and by adding a little bit of noise.
From step 11 to step 18 we built a simple cross color pattern.
There's more...
A lot of variations can be obtained by setting different values for the bump but espe-
cially using different texture nodes and combinations for the color pattern:
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