Graphics Reference
In-Depth Information
17. Now box-select (press the B key and then click and drag the selection to enclose
the objects) the ColorRamp1, ColorRamp2, Multiply1, Multiply2, Add1, Add2, and
Multiply5 nodes. Press G and move them to the right to make room for new nodes
on the left side.
18. Add an RGB Curves node (press Shift + A and navigate to Color | RGB Curves) and
paste it between the Voronoi Texture1 node and the ColorRamp1 node. Label it as
RGB Curves1 . Click on the curve to add a control point, and in the coordinate slots
below the node window, set the X value to 0.26111 and the Y value to 0.50000 .
Click to add a second control point. Set X to 0.73889 and Y to 0.51111 .
19. Press Shift + D to duplicate the RGB Curves1 node. Paste it between the Voronoi
Texture2 and ColorRamp2 nodes. Label it as RGB Curves2 .
20. Go to the ColorRamp1 node and move the white color stop to the 0.240 position.
Then go to the ColorRamp2 node and repeat this step. Next, go to the ColorRamp3
node, move the white color stop to the 0.550 position, and set Interpolation to
Ease, as shown in the following screenshot:
Tweaking the bump pattern
How it works...
F From steps 2 to 6, we built the basic shader for the sponge material and the color. As
you can see in the Rendered camera view, without the bump pattern, there is a visible
artifact in the more distant side of the mesh. This is due to the Smooth shading we set
in step 13 of the Getting ready section. Setting the shading to Flat again would remove
the artifact, but would also show the blocky faces of the deformed sponge mesh. In this
case, because of the bump pattern and the fact that the mesh is subdivided, this is not
a major issue, and both solutions (smooth but with artifacts or flat but blocky) are fine.
 
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