Graphics Reference
In-Depth Information
3. Go to the Mix Shader1 node. In the first Shader slot, select a Diffuse BSDF shader
node. In the second Shader slot, select a Glossy BSDF shader node. Set the Glossy
BSDF node's Roughness value to 0.450 and Distribution to Beckmann.
4. Add a Fresnel node (press Shift + A and navigate to Input | Fresnel), connect it to
the Fac input socket of the Mix Shader1 node, and set the IOR value to 3.850 .
5. Set the Diffuse BSDF node's Color values for R to 0.031 , G to 0.800 , and B to
0.000 (the same bright green as in the Simulating Subsurface Scattering in Cycles
using the Translucent shader recipe); and the Translucent BSDF node's Color values
for R to 0.800 , G to 0.086 , and B to 0.317 (the same pink as in the Using the
Subsurface Scattering shader node recipe). Set the Glossy BSDF node's Color
values for R to 0.646 , G to 0.800 , and B to 0.267 , again it's the same yellowish
color as in the Using the Subsurface Scattering shader node recipe).
6. 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),
and a Noise Texture node (press Shift + A and navigate to Texture | Noise Texture).
7. Connect the UV output of the Texture Coordinate node to the Vector input socket
of the Mapping node, and the output of this node to the Vector input socket of the
Noise Texture node. Set the Noise Texture node's Scale value to 20.000 .
8. Add a Bump node (press Shift + A and navigate to Vector | Bump) and connect
the Color output of the Noise Texture node to the Height input socket of the
Bump node. Then connect the Normal output of this node to the Normal input
sockets of the Diffuse BSDF, Glossy BSDF, and Translucent BSDF nodes.
9. Add a new Mix Shader node (press Shift + A and navigate to Shader | Mix
Shader), label it as Mix Shader2 , and paste it between the Add Shader and
Material Output nodes. Then move the connection from the Add Shader node
to the second Shader input socket, and connect the output of the Mix Shader1
node to the first Shader input socket of the Mix Shader2 node.
10. Add an Attribute node (press Shift + A and navigate to Input | Attribute) and
a ColorRamp node (press Shift + A and navigate to Converter | ColorRamp).
In the Name slot of the Attribute node, write the vertex color layer name, that is,
Col . Then connect the Color output of Attribute node to the Fac input socket of
the ColorRamp node. In the ColorRamp node, move the white color stop to
0.350 position.
11. Add an RGB Curves node (press Shift + A and navigate to Color | RGB Curves)
and connect the Color output of the ColorRamp node to the Color input socket
of this node. Then connect its Color output to the Fac input socket of the
Mix Shader2 node.
12. Inside the RGB Curves node's interface window, move the first curve control
point coordinate values for X to 0.00000 and Y to 0.88125 , and the second
point coordinate values for X to 1.00000 and Y to 1.00000 .
 
Search WWH ::




Custom Search