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
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