Graphics Reference
In-Depth Information
31. With the mouse arrow inside the colorband on the ColorRamp4 node, press Ctrl + C to
copy it. Move the mouse arrow to the colorband of the ColorRamp5 node. Press Ctrl +
V to paste the colors and the stops. Set the ColorRamp5 node's Interpolation
to Constant.
32. Connect the Color output of both the ColorRamp4 and ColorRamp5 nodes
to the Color1 and Color2 input sockets of the MixRGB node, respectively.
Set the MixRGB node's Blend Type to Dodge and the Fac value to 1.000 .
33. Press Shift + D to duplicate the Dodge-MixRGB node, set the Blend Type to
Multiply, and label it as Multiply2 . Lower the Fac value to 0.500 . Connect the
Dodge-MixRGB node's output to the Color1 input of the Multiply2 node and the
Color output of the Noise Texture2 node to the Color2 input.
34. Set the Noise Texture2 node's Scale value to 16.000 , Detail to 2.500 , and
Distortion to 1.000 . Connect the Object output of the Mapping1 node to the
Vector input of the Noise Texture2 node.
35. Add a Hue Saturation Value node (press Shift + A and navigate to Color |
Hue Saturation Value). Place it right after the Multiply2 node. Connect the
Multiply2 output to the Color input socket of the Hue Saturation Value node.
Then set the Hue value to 0.465 and the Saturation value to 1.050 .
36. Press Shift + D to duplicate the Multiply2 node, and place the duplicate close to
the Noise Texture2 node. Set the Blend Type to Overlay and the Fac value to 0.250 .
Connect the Fac output of the Noise Texture2 node to the Color1 input socket of the
Overlay-MixRGB node, and change Color2 to pure white. Connect the Overlay-MixRGB
node's output to the Value input socket of the Hue Saturation Value node.
37. Add Frame (press Shift + A and navigate to Layout | Frame). Select these
recently added nodes and then the Frame. Press Ctrl + P to parent them.
Rename the frame RUST_COLOR .
38. Connect the output of the Hue Saturation Value node inside the RUST_COLOR frame
to the Color input socket of the Diffuse BSDF shader node inside the SHADERS frame.
Then connect the Color output of the Divide node inside the STENCIL frame to the
Color input of the RGB Curves node inside the RUST_COLOR frame, as shown in the
following screenshot:
 
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