Graphics Reference
In-Depth Information
The Fog_underwater node group is simply an emitter material serving as the background
(deep green in this case) and mapped on every underwater material according to the z depth of
the Camera (it also works with the Camera frame, in the viewport). The density of the fog is set
by the Multiply node's second Value. For the ocean body, a value of 0.030 is good enough.
The Camera z axis must not be confused with the global coordinate z axis,
which is the vertical blue line visible in the 3D view. The Camera z axis, on
the other hand, is the ideal line connecting the starting point of view to any
visible element in the scene.
Note that we didn't expose the values of the nodes in the Fog_underwater group. This is
because in Edit Mode, we can tweak the internal values of just one node to automatically
update all the fog group instances assigned to the other materials. Besides, we know that the
values exposed on the group interface would overwrite the internal settings and work only for
that single node instance.
The final underwater environment rendered from a different point of view
Creating a snowy mountain landscape with
procedurals
In this recipe, we will make a snowy mountain landscape by reusing existing shaders—the
Rock_procedural and the Snow materials . We will improve these materials by grouping
them and exposing the useful values. Then we will create a new group node that will work as
a stencil to depict snow in a more customizable and natural way on the rocks as shown in the
following screenshot:
 
Search WWH ::




Custom Search