Graphics Programs Reference
In-Depth Information
0.553
,
G 0.599
,
B 0.473
. Connect its output to the
Color
input socket of
the
Diffuse
shader node.
24. Add a
Noise Texture
node (press
Shift
+
A
and go to
Texture
|
Noise
Texture
) and rename it as
Noise Texture2
. Connect the first
Mapping
node's output to its
Vector
input socket and set the texture's
Scale
value
to
60.000
and the
Detail
value to
7.000
.
25. Add a
ColorRamp
node (press
Shift
+
A
and go to
Convertor
|
Col-
orRamp
), rename it as
ColorRamp5
, and connect the
Noise Texture2
node's
Color
output to its
Fac
input socket. Set the interpolation to
B-
Spline
, move the black colored marker to the middle of the slider, and the
white colored marker one-fourth the slider length to the left.
26. Add a
Mix
node (press
Shift
+
A
and go to
Color
|
Mix
), set the
Blend
Type
to
Add
, and rename it as
Add4
. Paste it between the
Add3
node
and the
Diffuse
shader. Set the
Color2
value to
R 0.235
,
G 0.198
,
B
0.132
. Connect the
Color
output of the
ColorRamp5
node to the
Fac
in-
put socket of the
Add4
node.
How it works...
This is how the preceding steps work to create a Gray Alien skin material:
• From step 1 to step 3, we built a simple and quick shader for the
starry background. Note that the background is actually emitting light (off
course, according to the black and white values of the image mapped on
the plane), so affecting the
Suzanne
alien mesh. But in this case, this
doesn't matter because it's not visible from the
Camera
point of view.
To see how to set a bright, but not a light-emitting background, that is a