Graphics Reference
In-Depth Information
19. Press Shift + D to duplicate the ColorRamp1 node, label it as ColorRamp2 , and
paste it between the Difference2 node and the Multiply1 node, as shown in
the following screenshot:
The completed network with the added bump pattern
How it works...
F From steps 1 to 6, we built the basic shader for the leather material.
F From steps 7 to 19, we built the bump pattern for the leather. We used two different
Bump nodes with different values for the Diffuse BSDF and Glossy BSDF nodes
and for the Anisotropic BSDF shader, to have slightly different light reflections on
the surface.
Note that we used the UV Map layer information of the mesh for the
Tangent node to be connected to the Anisotropic BSDF shader, and the
Object mapping node for the bump textures instead.
Actually, we could have used the UV mapping output for the texture nodes
too, because the mesh had already been unwrapped. However, the scale
values for all the nodes in that case would have been double and the flow
of the textures on the polygons would have been different (based on the
flow of the unwrapped faces in the UV window).
 
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