Graphics Programs Reference
In-Depth Information
rendered object switching the colors accordingly. Set the object's color to
a greenish color by setting its RGB values to 0.430 , 0.800 , and 0.499
respectively.
6. Go to the Material window and, under the Surface tab, click on the Sur-
face button, which at the moment is showing the Diffuse BSDF item.
From the pop-up menu, select the Glossy BSDF shader item. The node
now also changes in the Node Editor window and so does accordingly
the cube's material in the Rendered preview, as shown here:
Note that although we just switched a shader node with a different one, the color we
set in the former one has been kept also in the new one; actually, this happens for
all the values that can be kept from one node to a different one.
Now, because in the real world a material having a 100 percent matte or reflective
surface could hardly exist, a more correct basic Cycles material should be made by
mixing the Diffuse BSDF and the Glossy BSDF shaders blended together by a Mix
Shader node, in turn connected to the Material Output node.
1. In the Material window, under the Surface tab, click again on the Surface
button that is now showing the Glossy BSDF item and replace it back
with a Diffuse BSDF shader.
2. Put the mouse pointer in the Node Editor window and, by pressing Shift
+ A on the keyboard, make a pop-up menu appear with several items.
Move the mouse pointer on the Shader item, it shows one more pop-up
where all the shader options are collected.
3. Select one of these shader menu items, for example, the Glossy BSDF
item. The shader node is now added to the Node Editor window, al-
though not connected to anything yet (in fact, it's not visible in the Mater-
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