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.
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