Graphics Programs Reference
In-Depth Information
4. Put the mouse in the
Node Editor
window and add an
Image Texture
node (press
Shift
+
A
and go to
Texture
|
Image Texture
), then add
a
Mapping
node (press
Shift
+
A
and go to
Vector
|
Mapping
) and a
Texture Coordinate
node (press
Shift
+
A
and go to
Input
|
Texture
Coordinate
).
5. Connect the
Texture Coordinate
node's
Generated
output socket to the
Vector
input socket of the
Mapping
node, then its
Vector
output to the
Vector
input of the
Image Texture
node. Also connect the
Image Tex-
ture
node's
Color
output to the
Color
input of the
Diffuse BSDF
shader.
6. Set the mode of the
Camera
view to
Rendered
. The rendered cube turns
pink because there isn't any image texture loaded yet, as shown here:
7. Click on the
Open
button in the
Image Texture
node. Browse to the
tex-
tures
folder and select the
rockcolor_tileable_low.png
image
(this is just for the sake of this exercise, obviously you can use any other
image you wish).
8. As we selected
Generated
as mapping mode, the image is mapped flat
on the cube from the z axis and it appears stretched on the sides of the
cube. Disconnect the
Generated
output of the
Texture Coordinate
node
and connect instead the
Object
node instead. Click on the
Flat
button on