Graphics Programs Reference
In-Depth Information
19. Add a Frame (
Shift
+
A
|
Layout
|
Frame
), select all the nodes except of
the
Texture Coordinate
, the
Mapping
, and the
Material Output
nodes,
then press
Shift
to select the Frame and
Ctrl
+
P
to parent them. Rename
the frame
BRICKS
.
20. Now add a
Diffuse BSDF
shader, a
Glossy BSDF
shader, and a
Mix
Shader
and connect them as usual; connect the
Mix Shader
output to
the
Surface
input socket of the
Material Output
node (that is, to tempor-
arily replace the connection of the brick material and see the result in the
Rendered camera view).
21. Set the
Diffuse
roughness to
0.850
. 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
factor to
0.150
.
22. Add a
Voronoi Texture
node (
Shift
+
A
|
Texture
|
Voronoi Texture
), a
Noise Texture
node (
Shift
+
A
|
Texture
|
Noise Texture
), and two
Mus-
grave Texture
(
Shift
+
A
|
Texture
|
Musgrave Texture
) nodes; place
them vertically in a column in this order from the top:
Voronoi
,
Noise
,
Musgrave
, and
Musgrave
.
23. 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
.
24. Connect the
Vector
output of the
Mapping
node to the
Vector
input sock-
ets of the four new texture nodes.
25. Go to the
Voronoi Texture
node and set the
Scale
to
200.000
. Set the
Interpolation
of its
ColorRamp
to
Ease
, move the black color marker a
bit to the right (right under the middle of the
Ease
word, between the let-
ters a and s, to be clear), and the white color marker to the full left.