Graphics Reference
In-Depth Information
31. Add a Vector Math node (press
Shift
+
A
and navigate to Converter | Vector Math)
and set Operation to Average. Connect the Normal output of the Bump_Windows
node inside the WINDOWS frame to the first Vector input socket, and the Normal
output of the Bump_Hull node inside the HULL frame to the second Vector input
socket. Then connect the Normal output of the Average Bump_Hull node to the
Normal input sockets of the Diffuse BSDF, Glossy BSDF, and Anisotropic BSDF
shader nodes, as shown in this screenshot:
The windows bump visible on the hull
The steps to create the location mask for the windows are as follows:
32. Add one more Mapping node (press
Shift
+
A
and navigate to Vector | Mapping)
and four Checker Texture nodes (press
Shift
+
A
and navigate to Texture | Checker
Texture). Connect the Texture Coordinate node and the nodes as usual. Then label
them as
Mapping6_Mask
,
Checker Texture1_Mask
,
Checker Texture2_Mask
,
Checker Texture3_Mask
, and
Checker Texture4_Mask
. In all, the four Checker
Texture nodes change Color2 to pure black.
33. Add a MixRGB node (press
Shift
+
A
and navigate to Color | MixRGB), set Blend
Type to Screen and Fac value to
1.000
, and label it as
Screen_Mask
. Connect the
Color output of the Checker Texture1_Mask node to the Color1 input socket of the
Screen_Mask node, and the Color output of the Checker Texture2_Mask node to
the Color2 input socket.