Graphics Programs Reference
In-Depth Information
5. Add a
Layer Weight
node (
Shift
+
A
|
Input
|
Layer Weight
), rename it
Layer Weight1
, and connect its
Fresnel
output to the
Fac
input sockets
of both the
Mix Shader1
and
Mix Shader2
nodes. Set the
Blend
factor
to
0.750
.
6. Add a
Mix
node (
Shift
+
A
|
Color
|
Mix
): set the
Color1
to R 0.400, G
0.458, B 0.500 and the
Color2
to
R 0.331
,
G 0.332
,
B 0.266
. Press
Shift
+
D
to duplicate it and change the
Blend Type
to
Color
: connect the out-
put of the
Mix
node to the
Color1
input socket of the
Color
node and
change the
Color2
to R 0.503, G 0.680, B 0.800.
7. Add a
Layer Weight
node (
Shift
+
A
|
Input
|
Layer Weight
), rename it
Layer Weight2
and connect the
Facing
output to the
Fac
input sockets
of both the
Mix
and
Color
nodes. Set the
Blend
factor to
0.700
. Connect
the output of the
Color
node to the
Color
input socket of the
Diffuse
BSDF
shader.
8. Add a
Frame
(
Shift
+
A
|
Layout
|
Frame
), select all the nodes except for
the
Material Output
one and then the frame and press
Ctrl
+
P
to parent
them. Rename the frame
SHADER
.
9. Add a
Texture Coordinate
node (
Shift
+
A
|
Input
|
Texture Coordinate
),
a
Mapping
node (
Shift
+
A
|
Vector
|
Mapping
), an
Image Texture
node
(
Shift
+
A
|
Texture
|
Image Texture
), and a
Musgrave Texture
node
(
Shift
+
A
|
Texture
|
Musgrave Texture
).
10. Press
Shift
+
D
to duplicate the
Image Texture
node and place the tex-
tures vertically in a column like this from top:
Image
,
Image
, and
Mus-
grave
.
11. Press
Shift
+
D
to duplicate the
Mapping
node two times and place them
in a column at the left side of the texture nodes. Connect the
UV
output
of the
Texture Coordinate
node to the
Vector
input sockets of the three
Mapping
nodes. Connect the
Vector
output of each one of the
Mapping
nodes to the
Vector
input socket of each one of the textures.