Graphics Programs Reference
In-Depth Information
11. Add a
Noise Texture
node (press
Shift
+
A
and go to
Texture
|
Noise
Texture
), connect the
UV
output of the
Texture Coordinate
node to the
Vector
input socket of the
Noise
texture, and connect the
Fac
output of
the latter to the
Fac
input socket of the last added
Mix Shader
node.
12. Set the
Noise
texture's
Scale
value to
15.000
.
13. Now, press
Shift
and select the
tree_branch
and
tree_branches
meshes
and, as last one, reselect the
tree_trunk
mesh to make it the active ob-
ject. Then, press
Ctrl
+
L
. In the
Make Links
pop up, select
Materials
to
assign the bark material to the other two meshes.
How it works...
For this material, we built a simple shader using two tile-able image maps—a colored
one for the diffuse and glossy components and a normal map for the bump com-
ponent. Then, we duplicated everything and mixed the second material copy, with
different scale values, to the first one by the factor of a
Noise
procedural texture, to
add variety to the bark pattern and to avoid the unpleasant repeating effect that often
shows up with tile-able image textures.
There's more...
At this point, if you look carefully at the
Rendered
view of the tree trunk, you'll see
that, sadly, there are ugly seams where the trunk's main body joins with the big low
branches: