Graphics Programs Reference
In-Depth Information
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From Blender 2.65 onwards, a
Normal
input socket has been added to all the ap-
propriate shader nodes, to input values for the bump of each shader node itself. This
input socket must be fed by a
Bump
node (press
Shift
+
A
and go to
Vector
|
Bump
).
This is how we do so:
1. Starting from the
start_14.blend
file, select the
Math
node in the
Node Editor
window and delete it (press
X
).
2. Put the mouse pointer in the
Node Editor
window and press
Shift
+
A
to
add a
Bump
node (press
Shift
+
A
and go to
Vector
|
Bump
).
3. Connect the
Fac
output of the
Wave Texture
node to the
Height
input
socket of the
Bump
node and the output of the latter to the
Normal
input
socket of the
Diffuse BSDF shader
node. Set the
Strength
value to
0.050
.
4. Add a
Voronoi Texture
node (press
Shift
+
A
and go to
Texture
|
Voronoi
Texture
) and a new
Bump
node (press
Shift
+
A
and go to
Vector
|
Bump
). Connect the
Fac
output of the
Voronoi Texture
node to the
Height
socket of the new
Bump
node and connect the latter to the
Normal
input socket of the
Glossy BSDF
shader node:
5. Save the file as
start_15.blend
.
As you can see in the preceding image, it's now also possible to have the bump ef-
fect
per node
. That is, every shader node can have a different bump with different
strength (note that it's no more needed to connect anything to the
Displacement
input socket of the
Material Output
node). This way, we can have a certain bump
effect only on an established component of the shader (the diffuse shader), and a
different bump on the other components (the glossy shader), as shown here: