Graphics Reference
In-Depth Information
The steps to create hull's panels are as follows:
8. Add a Texture Coordinate node (press Shift + A and navigate to Input | Texture
Coordinate), a Mapping node (press Shift + A and navigate to Vector | Mapping),
two Image Texture nodes (press Shift + A and navigate to Texture | Image Texture),
and one Musgrave Texture node (press Shift + A and navigate to Texture |
Musgrave Texture).
9. Label the textures as Image Texture1_Hull , Image Texture2_Hull , and
Musgrave Texture_Hull . Place them in a column.
10. Press Shift + D to duplicate the Mapping node twice. Label the nodes as Mapping1_
Hull , Mapping2_Hull , and Mapping3_Hull . Place them in a column to the left of
the texture nodes. Connect the UV output of the Texture Coordinate node to the Vector
input sockets of the three Mapping nodes. Connect the Vector output of each of the
Mapping nodes to the Vector input socket of each of the texture nodes.
11. Click on the Open button in the Image Texture1_Hull node to load image
spacehull.png . Then click on the little arrows to the left of the Open button in the
Image Texture2_Hull node to select the same image texture. Go to the Musgrave
Texture node and set the Scale value to 115.500 , the Detail value to 4.500 , the
Dimension value to 0.200 , and the Lacunarity value to 0.600 .
12. Go to the Mapping1_Hull node and set the Scale value of X to 2.000 , Y to 4.000 ,
and Z to 6.000 . Then go to the Mapping2_Hull node and set the Scale value of Y
to 2.000 and Z to 3.000 . Next, go to the Mapping3_Hull node and set the Scale
value of Z to 0.100 .
13. Add a MixRGB node (press Shift + A and navigate to Color | MixRGB). Set Blend
Type to Multiply and the Fac value to 1.000 . Label it as Multiply1_Hull . Then
connect the Color output of the Image Texture1_Hull node to the Color1 input
socket and the Color output of the Image Texture2_Hull node to the Color2 input
socket.
14. Press Shift + D to duplicate the Multiply1_Hull node, change Blend Type to Overlay,
and label it as Overlay_Hull . Set the Fac value to 0.050 . Connect the output
of the Multiply1_Hull node to the Color1 input socket and the Color output of the
Musgrave Texture node to the Color2 input socket.
15. Add a ColorRamp node (press Shift + A and navigate to Converter | ColorRamp),
label it as ColorRamp_Hull , and connect the output of the Overlay_Hull node to
its Fac input socket. Move the black color stop to the 0.500 position.
16. Add a Bump node (press Shift + A and navigate to Vector | Bump), label it as
Bump_Hull , and connect the output of the Multiply1_Hull node to the
Height input socket. Set the Strength value to 0.400 .
 
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