Graphics Reference
In-Depth Information
5. Add one Texture Coordinate node (press Shift + A and navigate to Input | Texture
Coordinate) and three Mapping nodes (press Shift + A ; navigate to Vector | Mapping;
add the first node; duplicate the other nodes; and then label them as Mapping1 ,
Mapping2 , and Mapping3 ). Connect the Object output of the Texture Coordinate
node to the Vector input of the three Mapping nodes.
6. Set the Scale value of the Mapping1 node to 2.000 for all the three axes. Set the
Scale value only for the x axis of the Mapping2 node to 20.000 . Then set the Scale
value only for the x axis of the Mapping3 node to 15.000 .
7. Add a Noise Texture node (press Shift + A and navigate to Texture | Noise
Texture) and two Wave Texture nodes (press Shift + A and navigate to Texture |
Wave Texture). Label them as Noise Texture1 , Wave Texture1 , and Wave
Texture2 .
8. Set the Scale of the Noise Texture1 node to 6.000 and Detail to 0.000 . Connect
the Mapping1 node's output to the Noise Texture node's Vector input socket.
9. Connect the Mapping2 node's output to the Vector input of the Wave Texture1 node.
Set the Wave Texture1 node's Scale value to 0.200 and Distortion to 20.000 .
10. Connect the Mapping3 node output to the Wave Texture2 node's Vector input
socket. Set Wave Type to Rings, the Scale value to 0.070 , and the Distortion
value to 44.000 .
11. Add a MixRGB node (press Shift + A and navigate to Color | MixRGB). Set the Blend
Type to Multiply (label it as Multiply1 ) and the Fac value to 1.000 . Connect the
Noise Texture node's Color output to the Color1 input socket and the Wave Texture1
node's Color output to the Color2 input socket.
12. Connect the Multiply1 node's output to the Color input of the Diffuse BSDF
shader. Press Shift + D to duplicate it, change the Blend Type to Add, and paste it
between the Multiply1 node and the Diffuse BSDF shader node. Connect the Wave
Texture2 node's Color output to the Color2 input socket of this Add-MixRGB node
(labelled as Add1 ).
13. Add a ColorRamp node (press Shift + A and navigate to Converter | ColorRamp),
label it as ColorRamp1 , and paste it right after the Noise Texture1 node. Set
Interpolation to B-Spline and move the black color stop to the 0.345 position.
 
Search WWH ::




Custom Search