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:
Search WWH ::




Custom Search