Graphics Reference
In-Depth Information
9. Press Shift + D to duplicate any of the Math nodes, set Operation to Subtract,
and connect the Backfacing output of the Geometry node to its second Value
input socket. Set the first Value input socket to 1.000 .
10. Press Shift + D to duplicate the Subtract node, set Operation to Add, and
paste it between the first Add and Minimum nodes. Connect the output of
the Subtract node to the second Value input socket of the last Add node.
11. Add a ColorRamp node (press Shift + A and navigate to Converter | ColorRamp)
and connect the output of the last Power-Math node to its Fac input socket. Add a
Translucent BSDF node (press Shift + A and navigate to Shader | Translucent BSDF)
and connect the Color output of the ColorRamp node to its Color input socket.
12. Set the ColorRamp node's Interpolation to B-Spline. Click on the Add button to
add a new stop with Color values for R as 0.500 , G as 0.500 , and B as 0.500
at the position of 0.500 .
13. Add a MixRGB node (press Shift + A and navigate to Color | MixRGB). Set Blend
Type to Overlay and the Fac value to 1.000 . Connect the Color output of the
ColorRamp node to the Color1 input socket. Set Color2 values for R as 0.500 ,
G as 0.054 , and B as 0.077 .
14. Connect the Color output of the Overlay node to the Color input socket of the
Translucent BSDF node. Connect the output of the Translucent BSDF node
to the Surface input socket of the Material Output node as shown in the
following screenshot:
The network to be grouped
 
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