Graphics Programs Reference
In-Depth Information
How it works...
From step 1 to step 7 we built the basic shader for the leather material; obviously
there is not strictly the need to mix two different colors via
RGB
nodes inputs, one
could be enough, but this way it can be easier to obtain certain hues.
From step 8 to step 19 we built the bump pattern for the leather. We used two differ-
ent
Bump
nodes with different values for the
Diffuse
and
Glossy
and for the
Aniso-
tropic
shader, to have slightly different light reflections on the surface.
Note that we used the
UVMap
layer information of the mesh for the
Tangent
node
to be connected to the
Anisotropic
shader, and the
Object
mapping mode for the
bump textures, instead; actually, because the mesh had been unwrapped already,
we could have used the
UV
mapping output for the texture nodes too, but in that
case the scale values for all the nodes would have been double and the flow of the
textures on the polygons different (because forwarded by the flow of the unwrapped
faces in the
UV
window).