Graphics Reference
In-Depth Information
16. Add a Noise Texture node (press Shift + A and navigate to Texture | Noise Texture),
connect to its Vector input socket the Mapping node output, and set the Scale value
to 7.200 . Connect the Noise Texture node's Color output to the Color2 input socket
of the Vector_deform node. Set the Fac value of the Vector_deform node to 0.080 ,
as shown in the following screenshot:
Deforming the mapping coordinates of the bump textures through a procedural noise
17. Add an RGB node (press Shift + A and navigate to Input | RGB) and a new MixRGB
node (press Shift + A and navigate to Color | MixRGB). Label the MixRGB node
18. as Color_Diffuse .
19. Press Shift + D to duplicate the Color_Diffuse node and label the duplicate as
Color_Glossy .
20. Connect the Color_Diffuse node's output to the Color input socket of the Diffuse
BSDF shader node, and the Color_Glossy node's output to the Color input socket
of the Glossy BSDF shader node.
21. Connect the output of the RGB node to the Color1 input sockets of both the
Color_Diffuse and Color_Glossy nodes. Connect the RGB node also to the
Color input socket of the Subsurface Scattering node.
22. Press Shift + D to duplicate the Color_Diffuse node, set Blend Type of the
duplicate to Multiply, and label it as Multiply_Diffuse ; then, paste it
between the Color_Diffuse and Diffuse BSDF shader nodes.
23. Connect the Color output of the ColorRamp2 node to the Color2 input
socket of the Multiply_Diffuse node. Set the Fac value of this to 0.770 .
 
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