Graphics Programs Reference
In-Depth Information
4. Connect the UV output of the Texture Coordinate node to the Vector in-
put socket of the Mapping node and the output of the latter to the Vector
input socket of the Image Texture node. Connect the Color output of the
Image Texture node to the Color input sockets of both the Diffuse and
Glossy shader nodes.
5. Click on the Open button of the Image Texture node, browse to the tex-
tures folder and load the bark_color_tile.png image.
6. Press Shift + D to duplicate the Image Texture node and connect the
Mapping node's output to its Vector input socket as well. Click on
the 2 little icon to the right of the texture image name to make the
node single user. Click on the Open Image button (the one with the
folder icon), browse again to the textures folder, and load the
bark_norm_tile.png image. Set the Color Space to Non-Color
Data .
7. Add a Normal Map node (press Shift + A and go to Vector | Normal
Map ), connect the Color output of the second Image Texture node to the
Color input socket of the Normal Map node, and set the Strength value
to 2.000 . Click on the UV Map for tangent space maps button above
the Strength one and select UVMap (the trunk mesh has two different
sets of UV coordinates, as we'll see this later).
8. Connect the Normal output of the Normal Map node to the Normal input
sockets of both the Diffuse and the Glossy shader nodes.
9. Now, box-select all the nodes except the Texture Coordinate and the
Material Output ones and press Shift + D to duplicate them. Move them
down. Connect the UV output of the Texture Coordinate node to the
Vector input socket of the duplicated Mapping node and set the Scale
value of the latter to 0.350 for all the three axes.
10. Add a Mix Shader node (press Shift + A and go to Shader | Mix Shader )
and paste it to the immediate left of the Material Output node. Connect
the output of the duplicated Mix Shader node to the second Shader input
socket of the last added Mix Shader node.
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