Graphics Reference
In-Depth Information
24. Go to the Color_Diffuse node and set the Fac value to 0.830 , and change the
Color2 value of R to 0.315 , G to 0.500 , and B to 0.130 .
25. Go to the Color_Glossy node and set the Fac value to 0.770 , and change the Color2
values of R to 0.860 , G to 0.611 , and B to 0.203 .
26. Go to the RGB node and set the Color values for R to 0.900 , G to 0.123 , and B to
0.395 , as shown in the following screenshot:
Adding the color nodes
27. Save the file as 9931OS_organic.blend .
How it works...
F From step 1 to 7, we built a shader that is very similar to the shaders that we have
already seen for SSS_materials .
F From step 8 to 13, we built the bump pattern by using a single Voronoi Texture
node tuned through three ColorRamp nodes with different settings.
F From step 14 to 16, we added, through the very low value of a MixRGB node, the
values of a Noise Texture node to the vector of the Voronoi Texture node to obtain
a less regular pattern.
F From step 17 to 25, we built the color pattern by establishing a base color by the RGB
node and introducing a variation through the MixRGB nodes connected to the Color
input sockets of the shader components. Note that the base pink color set in the RGB
node goes straight to the SSS node. The MixRGB varied greenish color is multiplied
by one of the bump outputs and then goes to the diffuse component of the shader,
while the varied yellowish color is for the glossy component instead.
 
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