Graphics Programs Reference
In-Depth Information
On the eleventh layer, there are three leaf objects with three different levels of detail:
a simple flat plane, a subdivided and curved plane, and a modeled leaf. Their pres-
ence is only to supply the low, middle, and high resolution mesh data—by selecting
the
leaf_tobeswitched
object and going to the
Object Data
window, it is possible
to switch between the
leaf_generic_low
,
leaf_generic_mid
, and
leaf_generic_hi
foliage level of resolution.
In the first part of this two-parts recipe, we will create the material for the bark:
Getting ready
Start Blender and open the
1301OS_07_tree_start.blend
file. For this recipe,
deactivate the second layer and select the
tree_trunk
object.
How to do it...
Let's start by creating the bark material:
1. Click on the
New
button in the
Node Editor
window's header or in the
Material
window and rename the material as
bark
.
2. In the
Material
window switch the
Diffuse BSDF
shader with a
Mix
Shader
node. In the first
Shader
slot, select a
Diffuse BSDF
shader
node and in the second one, a
Glossy BSDF
shader node. Set the
Glossy
shader's
Roughness
value to
0.800
and the
Mix Shader
factor
value to
0.200
.
3. 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
).