Graphics Reference
In-Depth Information
10. Set the Noise Texture node's Scale value to 1000.000 and connect its Color output
to the Height input socket of the Bump node. Label this node as Bump_Seas , set the
Strength value to 0.015 , and connect its Normal output to the Normal input sockets
of the new Diffuse BSDF and Glossy BSDF shaders. Label them as Diffuse_Seas
and Glossy_Seas and set the Glossy BSDF node's Roughness value to 0.150 .
11. Add a Frame (press Shift + A and navigate to Layout | Frame). Press
Shift and select the new nodes and then the Frame. Press Ctrl + P to parent them.
Rename the frame as SEAS .
12. Add a Mix Shader node (press Shift + A and navigate to Shader | Mix
Shader), label it as Mix Shader_Seas , and place it just under the Mix Shader_
Lands node. Set the Fac value to 0.100 . Connect the output of the Diffuse_Seas
node to the first Shader input, and the output of the Glossy_Seas node to the second
Shader input socket.
13. Press Shift + D to duplicate the Mix Shader_Seas node and paste it between
the Mix Shader_Lands and the Material Output nodes. Label it as Mix Shader_
Surface . Connect the output of the Mix Shader_Seas node to its second Shader
input socket.
14. Add a new Image Texture node (press Shift + A and navigate to Texture |
Image Texture) and rename it as Spec/mask . Connect its Color output to the Fac
input socket of the Mix Shader_Surface node. Click on the Open button to load the
Earth-spec_low.png image. Set the Color Space to Non-Color Data.
15. Add a Frame (press Shift + A and navigate to Layout | Frame). Press Shift
and select the Spec/mask node and then the Frame. Press Ctrl + P to parent them.
Rename the frame as SEPARATOR LANDS/SEAS .
16. Now click on the Color output of the Color_Day image texture inside the
LANDS frame, and drag it so that it is connected to the Color input of the Diffuse_
Seas shader node inside the SEAS frame.
17. Add a MixRGB node (press Shift + A and navigate to Color | MixRGB) to the
SEAS frame (just add it and parent it to the frame). Paste it just before the Diffuse_
Seas shader. Switch the Color1 connection to the Color2 input socket. Then set the
Color1 values for R to 0.002 , G to 0.002 , and B to 0.022 .
18. Add a ColorRamp node (press Shift + A and navigate to Converter | ColorRamp)
to the SEAS frame and label it as ColorRamp01 . Connect the Color output to the
Color input of the Glossy_Seas shader. Set Interpolation to B-Spline. Change the
black color stop (index 0) to pure white and the white color stop values (index 1) for
R to 0.072 , G to 0.127 , and B to 0.578 , with Alpha value set to 0.000 . Move it to
0.150 position. Click on the + icon button to add a new color stop. Change its Color
values for R to 0.965 , G to 0.462 , B to 0.223 , and Alpha to 1.000 . Move it to
0.075 position.
 
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