Graphics Reference
In-Depth Information
Appending and grouping the rock and the snow shader
Let's append the required (and previously made) materials, and group them for convenience:
1.
From the 9931OS_03_snow.blend file, append the Snow_01 material, and for
now, assign it to the Mountain object.
2.
In the Node Editor window, select all the nodes except Texture Coordinates
and Material Output, and press Ctrl + G to group them.
3.
Place the SNOW_COLOR frame to the right of the SNOW_BUMP frame. Select the
Group Output node, and in the (press N ) Properties panel of the Node Editor window,
delete the Value output.
4.
Add a Bump node (press Shift + A and navigate to Vector | Bump). Connect
the Value output of the Math04 node inside the SNOW_BUMP frame to the Height
input socket of the Bump node. Then connect the Normal output of the Bump node
to the Normal input sockets of the Diffuse BSDF, Glossy BSDF, and Translucent
BSDF shaders inside the SNOW_COLOR frame.
5.
Click on the Strength socket of the Bump node and drag it into the empty socket
on the Group Input node. Rename the socket (automatically named Strength) as
Bump_Strength . Repeat this step for the Distance socket and rename it as
Bump_Distance .
6.
Drag the Color input socket of the Diffuse BSDF node into the empty socket of
the Group Input node. Move the new socket to the top of the list and rename
it as Snow_Color . Drag the Color input of the Glossy BSDF shader node and
connect it to the same Snow_Color socket.
7.
Drag the Color input socket of the Translucent BSDF node into the empty socket
of the Group Input node. Move the new socket upwards, just below
the Snow_Color socket, and rename it as Transl_Color .
8.
Move the Vector socket on the Group Input node to the bottom of the list, and
close the group. Rename it as Snow_02 and check the fake user option. Click on
the Bump_Strength slider and type 1.500 as shown in the following screenshot:
 
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