Graphics Reference
In-Depth Information
3.
Select one of these items (in our case, the Glossy BSDF shader node again). The
Shader node, which is already selected, is now added to the Node Editor window,
although it is not connected to anything yet (in fact, it's not visible in the Material
window but only in the Node Editor window).
4.
Again press Shift + A in the Node Editor window, and this time, add a Mix Shader node.
5.
Press G to move the node to the link connecting the Diffuse BSDF node to the
Surface input socket of the Material Output node (you'll probably need to first
adjust the position of the two nodes to make room between them). The Mix Shader
node gets automatically pasted in between, and the Diffuse node output gets
connected to the first Shader input socket, as shown in the following screenshot:
Mix Shader node pasted between a preexisting nodes connection inside the Node Editor window
6.
Click on the green dot output of the Glossy BSDF shader node, and grab the link
to the second input socket of the Mix Shader node. Release the mouse button
now and see the nodes being connected.
7.
Because the blending Fac (factor) value of the Mix Shader node is set by default to
0.500 , the two shader components, Diffuse and Glossy, are now showing on the
Cube's surface in equal parts, that is, each component at 50 percent. Click on the
Fac slider with the mouse and slide it to 0.000 . The Cube's surface now shows only
the Diffuse component because the Diffuse BSDF shader is connected to the first
Shader input socket, which is corresponding to a value of 0 .
8.
Slide the Fac slider value to 1.000 and the surface now shows only the Glossy BSDF
shader component, which is, in fact, connected to the second Shader input socket
corresponding to a value of 1 .
 
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