Graphics Reference
In-Depth Information
16. Exit Vertex Paint mode and rename this second Plane Ocean_bottom .
17. Split the 3D window into two horizontal rows. Change the upper row to a Node Editor
window.
18. Assign very simple colored materials to the Cube and the UV Sphere; plain Diffuse
BSDF shaders are enough.
How to do it...
We will be performing this in four parts:
F Creating the water surface and the bottom shaders
F Creating the foam shader
F Creating the stencil material for the location of foam
F Putting everything together
Let's start!
Creating the water surface and the bottom shaders
Let's now create the water surface and the bottom shaders:
1. Select the Ocean_bottom object. Click on the New button in the Material window
under the Properties panel or in the Node Editor toolbar. Rename the new material
as Ocean_bottom as well.
2. Switch the Diffuse BSDF shader with a Mix Shader node. In the first and the second
slots, load two Emission shaders.
3. Add an Attribute node (press Shift + A and navigate to Input | Attribute) and
connect the Color output to the Fac input of the Mix Shader node. In the Name slot
of the Attribute node, write Col_emit , which is the name of the Vertex Color layer.
4. Change the color of the first Emission node for R to 0.178 , G to 0.150 , and B to
0.085 . Set the Strength value to 1.000 .
5.
Change the color values of the second Emission node for R to 0.213 , G to 0.284 ,
and B to 0.380 . Set the Strength value to 2.000 .
 
Search WWH ::




Custom Search