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
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