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 ).
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