Graphics Programs Reference
In-Depth Information
1. Select the cube to assign the shader to, by left-clicking on the item in the
Outliner
, or also by right-clicking directly on the object in the
Rendered
viewport (but be aware that in
Rendered
mode, the object selection out-
line usually around the mesh is not visible because, obviously, it's not
renderable).
2. Go to the
Material
window under the
Properties
panel: even if with the
default
Factory Settings
selected, the cube has already a default mater-
ial assigned (as you can precisely see by navigating to
Properties
|
Ma-
terial
|
Surface
). In any case, you need to click on the
Use Nodes
button
under the
Surface
tab to activate the node system; or else, by checking
the
Use Nodes
box in the header of the
Node Editor
window.
3. As you check the
Use Nodes
box, the content of the
Surface
tab
changes showing that a
Diffuse BSDF
shader has been assigned to the
cube and that, accordingly, two linked nodes have appeared inside the
Node Editor
window: the
Diffuse BSDF
shader itself is already connec-
ted to the
Surface
input socket of a
Material Output
node (the
Volume
input socket does nothing at the moment, it's there in anticipation of a
volumetric feature on the to-do list, and we'll see the
Displacement
sock-
et later).
4. Put the mouse cursor in the
Node Editor
window and by scrolling the
mouse wheel, zoom in to the
Diffuse BSDF
node. Left-click on the
Color
rectangle: a color wheel appears, where you can select a new color to
change the shader color by clicking on the wheel or by inserting the RGB
values (and take note that there are also a color sampler and the Alpha
channel value, although the latter, in this case, doesn't have any visible
effect on the object material's color):
5. The cube rendered in the 3D preview changes its material's color in real
time. You can even move the cursor in the color wheel and watch the