Graphics Programs Reference
In-Depth Information
4. Set the
Diffuse
roughness to
0.200
and the
Glossy
roughness to
0.800
.
Add a
Layer Weight
node (
Shift
+
A
|
Input
|
Layer Weight
) and connect
the
Fresnel
output to the
Fac
input socket of the
Mix Shader
node. Set
the
Blend
to
0.200
.
5. Add two
Voronoi Texture
nodes (
Shift
+
A
|
Texture
|
Voronoi Texture
),
a
Noise Texture
node (
Shift
+
A
|
Texture
|
Noise Texture
), and a
Mus-
grave Texture
(
Shift
+
A
|
Texture
|
Musgrave Texture
); place them ver-
tically in a column in this order from the top:
Voronoi
,
Noise
,
Musgrave
,
and
Voronoi
.
6. Add a
Texture Coordinate
node (
Shift
+
A
|
Input
|
Texture Coordinate
)
and a
Mapping
node (
Shift
+
A
|
Vector
|
Mapping
); connect the
UV
out-
put of the
Texture Coordinate
node to the
Vector
input of the
Mapping
node and the
Vector
output of this latter to the
Vector
input sockets of
the four texture nodes.
7. Add four
ColorRamp
nodes (
Shift
+
A
|
Convertor
|
ColorRamp
) and
place each one of them close to each one of the texture nodes; connect
the
Color
output of each texture to the
Fac
input socket of the respective
ColorRamp
.
8. Go to the first
Voronoi Texture
node: set the
Coloring
to
Cells
and the
Scale
to
100.000
; set the
Interpolation
of its
ColorRamp
to
B-Spline
and move the black color marker to the middle of the slider, and the white
color marker to the full left. Add a
Math
node (
Shift
+
A
|
Convertor
|
Math
) and connect the color
ColorRamp
output to the first
Value
input
socket of the
Math
node; set the operation to
Multiply
and the second
Value
to
0.005
.
9. Go to the
Noise Texture
node and set the
Scale
to
80.000
. Set the re-
spective
ColorRamp
interpolation to
Ease
, move the black color marker
to the middle of the slider, and the white color marker 1/4 to the left. Add
a
Math
node (
Shift
+
A
|
Convertor
|
Math
) and connect the color
Col-
orRamp
output to the first
Value
input socket of the
Math
node; set the
operation to
Multiply
and the second
Value
to
0.050
.
10. Add a
Mix
node (
Shift
+
A
|
Color
|
Mix
), set the
Blend Type
to
Differ-
ence
, the
Fac
value to
1.000
and connect the outputs of the two
Multiply
math nodes to the
Color1
and
Color2
input sockets of the
Difference
node.
11. Go to the
Musgrave Texture
node and set the
Scale
to
96.900
,
Lacun-
arity
to
2.000
, and
Offset
to
1.000
. Set the respective
ColorRamp
in-
terpolation to
B-Spline
and move the black color marker 1/4 to the right.