Graphics Programs Reference
In-Depth Information
input socket of the
Mapping
node. Set the
Rotation Y
value to
90°
and
the
Rotation Z
to
45°
. Set the
Scale
value for all the three axes to
5.000
.
12. Add a
Noise Texture
node (press
Shift
+
A
and go to
Texture
|
Noise
Texture
) and a
ColorRamp
node (press
Shift
+
A
and go to
Convertor
|
ColorRamp
). Connect the output of the second
Mapping
node to the
Vector
input socket of the last
Noise
texture and the
Fac
output of the
latter to the
Fac
input socket of the new
ColorRamp
. Connect the output
of the last
Noise
texture to the
Color
input socket of the
Diffuse
shader
node.
13. Go to the
Noise Texture
node and set both the
Scale
and
Distortion
values to
2.000
. Go to the
ColorRamp
node and set the interpolation to
Constant
. Then, select the white colored marker and change the color to
R 1.000
,
G 0.429
,
B 0.000
.
14. Click on the
Add
button to add a new marker in the middle of the slider.
Then, click again on the
Add
button. Click, one more time, on the
Add
button but this time move the new marker three-fourth of the slider length
to the right. At this point, you have a
ColorRamp
node with four black
markers and a yellow one at the end.
15. Add three more markers, change their color to the same yellow as that of
the last one and move them in between the already present black mark-
ers, so as to have the slider subdivided in eight parts, four black and four
yellow.
How it works...
This is how the preceding steps work to create a wasp-like chitin material:
• From step 3 to step 5, we built the basic shader using two
Glossy
shaders with different colors to mimic a color shifting in the "specularity"
areas.