Graphics Reference
In-Depth Information
4.
Add a Subsurface Scattering node (press Shift + A and navigate to Shader |
Subsurface Scattering). Set the Falloff value to Gaussian, the Scale value to 0.060 ,
and the Radius values to 4.000 , 2.000 , and 1.000 (top to bottom).
5.
Connect the Mix Shader1 output to the first Shader input socket of the Add Shader
node, and the output of the Subsurface Scattering node to the second Shader input
socket of the Add Shader node.
6.
Add a Layer Weight node (press Shift + A and navigate to Input | Layer Weight) and
connect its Facing output to the Fac input socket of the Mix Shader2 node. Set the
Blend value to 0.100 .
7.
Add a Fresnel node (press Shift + A and navigate to Input | Fresnel) and connect its
output to the Fac input socket of the Mix Shader1 node. Set the IOR value to 5.950
as shown in the following screenshot:
The basic shader nodes
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),
and a Voronoi Texture node (press Shift + A and navigate to Texture | Voronoi
Texture). Connect the Object output of the Texture Coordinate node to the Vector
input socket of the Mapping node, and the output of this to the Vector input of the
Voronoi Texture node. Set the Scale value of the Mapping node to 1.500 for the
three axes.
9.
Add three ColorRamp nodes (press Shift + A and navigate to Converter |
ColorRamp) and label them as ColorRamp1 , ColorRamp2 , and ColorRamp3 .
Connect the Color output of the Voronoi Texture node to the Fac input sockets of
the three ColorRamp nodes.
 
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