Graphics Reference
In-Depth Information
25. Select one of the MixRGB nodes and press
Shift
+
D
to duplicate it. Set Blend Type
(and the label) to Divide and the Factor to
1.000
.
26. Connect the Mapping vector output to the Vector input sockets of the two
new wave textures.
27. Connect each Color output of the two new wave textures to the respective Color
input of the Bright/Contrast02 nodes. Then connect their color output to the
Color1 and Color2 input of the Divide node.
28. In the Wave Texture03 node, set Scale to
0.500
, Distortion to
25.000
,
Detail to
10.000
, and Detail Scale to
1.000
. In the Bright/Contrast02
node, set the Bright value to
0.000
and the Contrast value to
-0.800
.
29. In the Wave Texture04 node, set Scale to
1.000
, Distortion to
10.000
,
Detail to
5.000
, and Detail Scale to
1.000
. In the respective Bright/Contrast03
node, set the Bright value to
0.000
and the Contrast value to
-0.800
.
30. Add a Math node (press
Shift
+
A
and navigate to Converter | Math). Set
Operation to Multiply, label it
Multiply01
, and leave the first Value as it
is—the same as the Scale value of the Wave Texture03 node (
0.500
). Set the
second Value to
1.000
. Connect the Value output to the Scale input socket
of the Wave Texture03 node.
31. Press
Shift
+
D
to duplicate the Math node (label it
Multiply02
). Move it to
the side of the Wave Texture04 node and set the first Value to be the same as
the Scale value of the texture node (
1.000
). Set the second Value to
1.000
as
well, and connect the Value output to the Scale input of the Wave Texture04 node.
32. Add a Value node (press
Shift
+
A
and navigate to Input | Value). Connect the output
to the second Value input sockets of both the Multiply-Math nodes. Label it
Waves_
size
and set the input value to
1.000
.