Graphics Programs Reference
In-Depth Information
5. Go to the second Mix Shader node and in the first Shader slot, select a
Translucent BSDF node and in the second one, a Diffuse BSDF shader
node.
6. Add a Texture Coordinate node (press Shift + A and go to Input | Tex-
ture Coordinate ), a Mapping node (press Shift + A and go to Vector |
Mapping ) and an Image Texture node (press Shift + A and go to Tex-
ture | Image Texture ). Connect the UV output of the Texture Coordinate
node to the Vector input of the Mapping node and the output of the latter
to the Vector input socket of the Image Texture node.
7. Connect the Color output of the Image Texture node to the Color input
sockets of the Translucent , Diffuse , and Glossy shader nodes. Click on
the Open button on the Image Texture node, browse to the textures
folder, and load the image grass.png .
8. Add a new Image Texture node (press Shift + A and go to Texture |
Image Texture ). Connect the output of the Mapping node to the Vector
input socket of the second Image Texture node and its Color output to
both the Roughness input socket of the Glossy shader node and the
Fac input socket of the second Mix Shader node.
9. Click on the Open button on the second Image Texture node, browse
to the textures folder, and load the grass_spec.png image. Set the
Color Space to Non-Color Data .
10. Add a Bump node (press Shift + A and go to Vector | Bump ), connect
the Color output of the second Image Texture node to the Height input
socket and the Normal output of the Bump node to the Normal input
sockets of the Translucent , Diffuse , and Glossy shader nodes. Set the
Strength value to 0.010 .
How it works...
This is a very simple material. The translucent component is mixed with the diffuse
component by the grass_spec.png texture, a gray-scale image acting as a stencil
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