Graphics Programs Reference
In-Depth Information
connect the Noise texture's Color output to the second Value input sock-
et.
14. Add a second Math node (press Shift + A and go to Convertor | Math ),
rename it as Add2 , and paste it to the right of the Add1 math node. Con-
nect the Voronoi texture's Color output to the second Value input socket
of the Add2 node.
15. Now, add a Math node again (press Shift + A and go to Convertor |
Math ), set the operation to Multiply , and paste it to the right of the Noise
Texture node. Rename it as Multiply1 and set the second Value to
1.200 .
16. Press Shift + D to duplicate the Multiply1 node, rename it as Mul-
tiply2 , and paste it to the right of the Voronoi texture. Set the second
Value to 0.500 .
17. Add a ColorRamp node (press Shift + A and go to Convertor | Color-
Ramp ) and paste it between the Voronoi texture node and the Multiply2
node. Set the interpolation to Ease and move the white colored marker to
the left (right under the letter a of the word Easy ).
18. Add a Bright/Contrast node (press Shift + A and go to Color | Bright/
Contrast ) and paste it between the Invert node and the Multiply1 node.
Set the Bright value to 0.100 and the Contrast value to -0.100 .
19. Add a new Noise texture node (press Shift + A and go to Texture | Noise
Texture ), connect it as usual to the Mapping node's output, and set the
Scale to 10.600 .
20. Add a ColorRamp node (press Shift + A and go to Convertor | Color-
Ramp ) and connect the Color output of the last Noise texture node to
its Fac input socket. Connect the output of the ColorRamp to the Color
input socket of the Diffuse BSDF shader. Rename the node as Color-
Ramp_pattern .
21. Set the interpolation to Constant and change the second Color to pure
black (that is, both the colored markers are now black). Click on the Add
Search WWH ::




Custom Search