Graphics Programs Reference
In-Depth Information
20. Add a
Frame
(
Shift
+
A
|
Layout
|
Frame
), select the
Bright/Contrast
node, the multiply
Math
node, and the multiply
Mix
node and then the
frame and, press
Ctrl
+
P
to parent them. Rename the frame
SPEC
.
21. Add a new
Mapping
node (
Shift
+
A
|
Vector
|
Mapping
), an
Image Tex-
ture
node (
Shift
+
A
|
Texture
|
Image Texture
), a
Mix
node (
Shift
+
A
|
Color
|
Mix
), and an
Emission
shader node (
Shift
+
A
|
Shader
|
Emis-
sion
).
22. Add a
Frame
(
Shift
+
A
|
Layout
|
Frame
), select the former nodes and
then the frame, and press
Ctrl
+
P
to parent them; rename the frame
WINDOWS
.
23. Connect the
UV
output of the
Texture Coordinate
node to the
Vector
in-
put socket of the new
Mapping
node, then connect the
Mapping
node
output to the
Image Texture Vector
input socket; rename the
Image Tex-
ture
node
WINDOWS
, and connect its
Color
output to the
Color1
input
socket of the
Mix
node, then connect the output of this latter to the
Color
input socket of the
Emission
shader.
24. In the
Mapping
node set the
Scale
to
10.000
for all three axes; in
the
WINDOWS Image Texture
node load the image
space-
hull_windows.png
and set the
Color Space
to
Non Color Data
. Set
the
Mix
node
Blend Type
to
Color
, the
Fac
value to
1.000
, and the
Col-
or2
to
R 0.800
,
G 0.478
,
B 0.177
; finally set the
Emission
node
Strength
to
2.000
.
25. Now add a
Mix Shader
node (
Shift
+
A
|
Shader
|
Mix Shader
) and paste
it just right before the
Material Output
node; rename it
ADD WINDOWS
.
Connect the output of the
Emission
shader node to the second
Shader
input socket.