Graphics Reference
In-Depth Information
How to do it...
Let's start creating the snow material:
1.
Go to the World window and click on the New button. Then click on the little square
with a dot on the right side of the Color slot. From the menu, select Sky Texture.
2.
Go to the Material window and select the Snow_ground item in the Outliner.
Click on the New button in the Material window under the Properties panel or
in the Node Editor toolbar. Rename the material as Snow_01 .
3.
Press Shift and select the Spheroid, Suzanne, and the Stanford bunny. Then
select the Plane to have it as the active object. Press Ctrl + L and go to Materials.
4.
Put the mouse cursor in the Camera view and press Shift + Z to set the
Viewport Shading mode to Rendered.
5.
In the Material window under the Properties panel to the right, under the Surface
subpanel, switch the Diffuse BSDF shader with a Mix Shader node. In the first
Shader slot, select a Diffuse BSDF shader, and in the second slot, select a
Glossy BSDF shader.
6.
Set the Roughness value of the Glossy BSDF shader to 0.300 .
7.
Add a Fresnel node (press Shift + A and navigate to Input | Fresnel) and a Math
node (press Shift + A and navigate to Converter | Math). Set the IOR (short for
Index Of Refraction) value of the Fresnel node to 1.300 . Then connect its Fac
output to the first Value socket of the Math node. Set the second Value to 10.000
and the operation mode to Divide. Finally, connect its Value output to the Fac
input socket of the Mix Shader node.
8.
Add a Translucent BSDF node (press Shift + A and navigate to Shader |
Translucent BSDF). Set its color values to 0.598 for R, 0.721 for G, and
1.000 for B.
 
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