Graphics Programs Reference
In-Depth Information
window switch the Diffuse BSDF node with a Mix Shader node: in the
first Shader slot select a Diffuse BSDF node and in the second Shader
slot a Glossy BSDF shader node. Set the Fac value of the Mix Shader
to 0.400 and the Diffuse color to a blue.
2. Now select the cube and click on Use Nodes in the Material window un-
der the Properties panel or in the Node Editor header; rename the new
material sponge_polyurethane .
3. In the Material window switch the Diffuse BSDF node with a Mix Shader
node: in the Label slot of the Active Node panel in the Node Editor win-
dow (if not present, press N to make it appear) rename it Mix Shader1 .
Go to the Material window on the right and in its first Shader slot select
again a Mix Shader node and rename it Mix Shader2 ; in the second
Shader slot select an Add Shader node.
4. In the first Shader slot of the Mix Shader2 node select a Diffuse BSDF
shader and in the second one a Velvet BSDF ; set the Diffuse roughness
to 1.000 and the Velvet Sigma value to 0.600 .
5. Connect the output of the Velvet shader also to the first Shader input of
the Add Shader node; in its second Shader input load a Glossy BSDF
shader and set the Roughness value to 0.350 .
6. Add a Fresnel node ( Shift + A | Input | Fresnel ) and connect it to the
Fac input socket of the Mix Shader1 . Set the IOR value to 1.496 . Add an
RGB node ( Shift + A | Input | RGB ) and connect its output to the Color
input sockets of the Diffuse , Velvet , and Glossy shaders. Set the RGB
node Color to R 0.319, G 1.000, B 0.435 (but any other color can be fine).
Search WWH ::




Custom Search