Graphics Reference
In-Depth Information
3.
Switch the Diffuse BSDF shader with a Mix Shader node, and in the first Shader slot,
select a Diffuse BSDF shader. In the second Shader slot, select a Glossy BSDF node.
4.
Change the Diffuse BSDF color to pure black and the Glossy BSDF shader color to
light gray (RGB to 0.253 ). Set the Roughness value of the Glossy BSDF shader to
0.100 and the Fac value of the Mix Shader node to 0.800 .
5.
Press Shift + D to duplicate the Mix Shader node, and paste it between the Glossy
BSDF shader and the first Mix Shader node.
6.
With the mouse arrow in the Node Editor window, press N . Select the first Mix Shader
node, and in the Label slot in the Active Node panel on the right, write Mix Shader1 .
Select the second Mix Shader node, and in the Label slot, write Mix Shader2 .
7.
Add an Anisotropic BSDF shader (press Shift + A and navigate to Shader |
Anisotropic BSDF) and connect its output to the second input socket of the
Mix Shader2 node.
8.
Set the Mix Shader2 node's Fac value to 0.500 . Set the Anisotropic BSDF
node's color to light gray, and set the same color for the Glossy BSDF shader
(that is, RGB to 0.253 ). Set the Glossy BSDF shader's Roughness value to
0.100 and Rotation to 0.500 as shown in the following screenshot:
The simple shader network for the basic Bakelite material
9. Save the file as Plastic_Bakelite.blend .
 
Search WWH ::




Custom Search