Graphics Reference
In-Depth Information
5.
Connect the Facing output of the Layer Weight node to the Fac input of the
ColorRamp1 node, and its Color output to the Fac input socket of the MixRGB node.
6.
Set the Color1 value of the MixRGB node as R to 0.771 , G to 1.000 , and B to
0.848 . Set the Color2 values as R to 0.222 , G to 0.013 , and B to 0.000 .
7.
Add an Invert node (press Shift + A and navigate to Color | Invert). Paste it
between the ColorRamp1 and the MixRGB nodes'.
8.
Press Shift + D to duplicate the MixRGB node, and set Blend Type to Burn.
Set the Fac value to 0.090 . Connect the Mix-MixRGB node's Color output
to the Color1 input socket of the Burn-MixRGB node.
9.
Press Shift + D to duplicate the MixRGB node again. Set the Blend Type to
Overlay and the Fac value to 0.200 . Connect its Color output to both the Color
input sockets of the Diffuse BSDF and Glossy BSDF shaders. Now connect the
Color output of the Burn-MixRGB node to the Color1 input socket of the
Overlay-MixRGB node, as shown in the following screenshot:
The shader part of the material
10. Add an Attribute node (press Shift + A and navigate to Input | Attribute).
Select and press Shift + D to duplicate the ColorRamp and the Invert nodes.
Label them as ColorRamp2 and Invert2 , respectively, and move them close
to the Attribute node.
11. Write the name of the Vertex Color layer, V_col , in the Name slot of the Attribute
node. Then connect its Color output to the Fac input of the ColorRamp2 node.
Move the white color stop to position 0.485 .
 
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