Graphics Reference
In-Depth Information
How it works...
The way this material works is very similar to the sand material of the previous recipe,
although a lot simpler:
F We mixed two slightly different colors using the values of a Noise Texture node as
the stencil factor, then mixed a third, similar color on the ground of the bump output
to obtain the whitish, pebble-like effect you see in the rendered image. We created
the ground roughness using an ensemble of procedural textures mixed in several
ways, whose total sum was then connected to the Normal input sockets of the
three Diffuse BSDF nodes and of the Glossy BSDF shader, as shown in the
following screenshot:
The overall vision of the ground material network
 
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