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.
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