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-