Graphics Reference
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12. Scale the selected vertices on the x and y axes to slightly smaller values (press
S , then press Shift + Z , enter digit .9 , and press Enter ). Then scale only the upper
vertices to slightly smaller values, and similarly scale other vertices to obtain a
shape similar to a kitchen sponge. Then exit Edit Mode (press Tab ).
13. Reselect the Cube, navigate to Tool Shelf | Tools | Shading, and select Smooth.
With the mouse arrow in the 3D view, press N and T to close the Transform and
Tool Shelf panels. Go to the Material window.
How to do it...
Now let's create the material by performing the following steps:
1. First, select the Plane and click on New in the Material window under the main
Properties panel or in the Node Editor toolbar. In the Material window, switch the
Diffuse BSDF node with a Mix Shader node. In the first Shader slot, select a Diffuse
BSDF node, and in the second Shader slot, select a Glossy BSDF shader node. Set
Distribution of the Glossy BSDF shader to Beckmann, the Fac value of the Mix
Shader to 0.400 , and the Diffuse BSDF node's Color to a shade of blue (in my
case, R to 0.110 , G to 0.147 , and B to 0.209 ).
2. Now select the Cube object and click on Use Nodes in the Material window under
the main Properties panel or in the Node Editor window's toolbar. Rename the new
material sponge_polyurethane .
3. In the Material window, switch the Diffuse BSDF node with a Mix Shader node. In
the Label slot in the Node subpanel under the Properties panel of the Node Editor
window (if this is not present, press the N key to make it appear), label it as Mix
Shader1 . Go to the Material window, and in the Mix Shader1 node's first Shader
slot, select a Mix Shader node again. Label it as Mix Shader2 . In the second
Shader slot, select an Add Shader node.
4. In the first Shader slot of the Mix Shader2 node, select a Diffuse BSDF shader
node, and in the second slot, a Velvet BSDF node. Set the Diffuse BSDF node's
Roughness value to 1.000 and the Velvet node's Sigma value to 0.600 .
5.
Connect the output of the Velvet shader to the first Shader input of the Add
Shader node. In its second Shader input, load a Glossy BSDF shader and set
the Roughness value to 0.350 .
6.
Add a Fresnel node (press Shift + A and navigate to Input | Fresnel) and connect it
to the Fac input socket of the Mix Shader1 node. Set the IOR value to 1.496 . Add an
RGB node (press Shift + A and navigate to Input | RGB) and connect its output to the
Color input sockets of the Diffuse BSDF, Velvet, and Glossy BSDF shader nodes. Set
the RGB node's Color of R to 0.319 , G to 1.000 , and B to 0.435 (any other color is
also fine), as shown in the following screenshot:
 
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