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
.