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: