Graphics Reference
In-Depth Information
F The results of both the bump and the color patterns were then piped into the appropriate
sockets of the nodes inside the SHADER frame, that is, the Diffuse BSDF node was
mixed with the Glossy BSDF node to add specularity (steps 16 and 17). The overall
material network in the Node Editor window is shown in the following screenshot:
The overall vision of the material network
Creating a sand material using procedural
textures
In this recipe, we will create a sand material that looks like what is shown in the following
screenshot, which is good for both close and distant objects:
The sand material as it appears in the final rendering
 
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