Graphics Reference
In-Depth Information
F Secondly, we appended the Rock_procedural material and made a group of it as
well. Again, all the necessary values were exposed, and although we kept the material
unaltered in this scene, the group could now be easily reused for different kinds of
rock in other projects or on different objects.
We added a Math node set to Multiply for every texture Scale value that needed to
be driven by one single exposed input. The first Value of the Math node, set to the
original scale value, gets multiplied by the driven second Value, thus increasing or
decreasing (for values smaller than 1.000 ) the final scale value.
F Thirdly, we built Separator , a node group outputting gray-scale values that are
connected to the Fac input of the Mix Shader node, which works as a stencil map,
separating the two different materials on the mesh surface accordingly to black
and white values. The two gradient textures in the SLOPE frame, mapped on the
position and the normals of the mesh and then blended together by the Burn nodes,
make the snow material (the white color value of the stencil map) appear more on
the mesh's faces that have more a horizontal trend than a vertical one. Thanks to
the Add01 node, mixing the gradients driven by the exposed input Snow_amount
and influencing the gradient of the ColorRamp01 node, it's also possible to set
the quantity of snow (the white color in the stencil) on the whole object. The mixed
textures in the DENSITY frame make the separation line between black and white
more frayed and realistic, and so also the Color output of the Separator group that is
added to a Color output of the Rock shader just before being connected to the Fac
input of the Mix Shader. Have a look at the following screenshot:
The only mask and the Rendered versions of three different values of the Snow_amount slider
 
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