Graphics Programs Reference
In-Depth Information
26. Add a new Mapping node ( Shift + A | Vector | Mapping ), a Brick Tex-
ture node ( Shift + A | Texture | Brick Texture ), a Checker Texture node
( Shift + A | Texture | Checker Texture ), and a Mix node ( Shift + A | Col-
or | Mix ).
27. 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
MASK WINDOWS .
28. Connect the UV output of the Texture Coordinate node to the Vector in-
put socket of this Mapping node, then connect the Mapping node output
to the Vector input sockets of both the Brick Texture and Checker Tex-
ture nodes; connect the Color outputs of both the texture to the Color1
and to the Color2 input sockets of the Mix node.
29. Set the Mapping node Scale to 0.500 for all the three axes, then go to
the Brick Texture node and set: the Offset and Squash frequency to
3 , the Color1 to pure white, the Color2 to RGB 0.500, and the Scale to
5.800 . Go to the Checker Texture node and set the Color2 to total black
and the Scale to 5.900 .
30. Set the Mix node Blend Type to Burn and the Fac value to 1.000 ; con-
nect its output to the Fac input socket of the ADD WINDOWS node. Press
Shift + D to duplicate the Burn node and set the Blend Type to Multiply ,
then paste it right after the Burn node; connect the output of the Bright/
Contrast node inside the SPEC frame to the Color1 input socket of the
just added Multiply node (this way the connection of the Burn node is
automatically moved to the Color2 input socket).
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