Graphics Reference
In-Depth Information
Now let's move on to the more complex steps:
1.
From the 9931OS_05_Ocean.blend file, append the Ocean_surface object,
material. Select the Ocean_surface object and assign the material. Rename it as
Ocean_surface_under .
2.
With the Ocean_surface object still selected, enter Edit Mode. Go to the Face
selection mode and select only the upper faces. Then press Ctrl + I to invert the
selection. In the Material window under the Properties panel, click on the + icon on
the right (Add a new material slot), rename the new material as Null , and click on
the Assign button. Now the Ocean_surface object has two different materials: the
transparent water surface and the opaque sides and bottom (a simple white Diffuse
BSDF material). Exit Edit Mode.
3.
In the Material window, click on the Ocean_surface_under material to select it. In
the Node Editor window, delete the Foam and the Foam_location node groups. Also
delete the two MixRGB nodes. Just leave the Ocean_water node group connected to
the second Shader input socket of the Mix Shader node, which in turn is connected
to the Material Output node.
4.
Add a Texture Coordinate node (press Shift + A and navigate to Input | Texture
Coordinate), a Mapping node (press Shift + A and navigate Vector | Mapping), and
an Image Texture node (press Shift + A and navigate to Texture | Image Texture).
Connect the UV output of the Texture Coordinate node to the Vector input of the
Mapping node, and the Vector output of this node to the Vector input socket of the
Image Texture node.
5.
In the Image Texture node, load the caustics_tileable_low.png texture and
set the Color Space to Non-Color Data.
6.
Add a Diffuse BSDF, a Transparent BSDF, and a Mix Shader node (press Shift +
A and navigate to Shader | Diffuse BSDF, and repeat the same for the other two
nodes). Label them as Diffuse_Caustics , Transparent_Caustics , and Mix
Shader_Caustics .
7.
Connect the Diffuse_Caustics node's output to the first Shader input socket of the
Mix Shader_Caustics node, and the Transparent_Caustics output to the second
Shader input socket. Then connect the Color output of the Image Texture node to
the Color input socket of the Transparent_Caustics shader node, and the Alpha
output of the Image Texture node to the Fac input of the Mix Shader_Caustics node.
8.
Now connect the output of the Mix Shader_Caustics node to the first (and still
empty) Shader input socket of the first Mix Shader node.
9.
Add a Light Path node (press Shift + A and navigate to Input | Light Path). Connect
the Is Camera Ray output to the Fac input of the first Mix Shader node. Add Frame
(press Shift + A and navigate to Layout | Frame) and parent these last nodes to it.
Then label it as FAKE_CAUSTICS as shown in the following screenshot:
 
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