Graphics Reference
In-Depth Information
3.
Click and drag the Diffuse BSDF node's Color socket into the empty socket of the
Group Input node. Drag the Fac socket of the Mix Shader2 node, and in the Interface
subpanel of the Properties panel of the Node Editor window, rename it Aniso . This
will drive the influence of the anisotropic shader on the glossy shader. Click and drag
the Fac socket of the Mix Shader1 node to the empty socket of Group Input node.
Rename it Spec . This will drive the amount of final specularity of the shader.
Here is a screenshot of the creation of the Bakelite node group for your reference:
The creation of the Bakelite node group
4.
Press Tab to close the group. Rename it Bakelite .
Now we'll add the nodes needed to create the differently colored material that we decided at
the beginning of this section:
1.
In the Node Editor window, add the following nodes in linear sequence from left to
right: a Texture Coordinate node (press Shift + A and navigate to Input | Texture
Coordinate), a Mapping node (press Shift + A and navigate to Vector | Mapping),
a Noise Texture node (press Shift + A and navigate to Texture | Noise Texture), a
ColorRamp node (press Shift + A and navigate to Converter | ColorRamp), and a
MixRGB node (press Shift + A and navigate to Color | MixRGB).
 
Search WWH ::




Custom Search