Graphics Reference
In-Depth Information
9. Add a ColorRamp node (press Shift + A and navigate to Converter | ColorRamp), label
it as ColorRamp1 , and paste it between the Voronoi Texture node and the Bump
node. Set Interpolation to Ease and move the white color stop to the 0.059 position.
10. Add a Math node (press Shift + A and navigate to Converter | Math), set Operation
to Multiply, and connect the Fac output of the Noise Texture1 node to the first Value
input socket of the Math node. Set the second Value to 0.100 and connect the
Value output to the Displacement input socket of the Material Output node,
as shown in the following screenshot:
Textures connected either as per the shader bump and the total bump to the Displacement input socket of the
Material Output node
11. Add a new Mapping node (press Shift + A and navigate to Vector | Mapping), label
it as Mapping2 , and connect the UV output of the Texture Coordinate node to its
Vector input socket. Set the Rotation value for Y to 90° and the Rotation value of Z
to 45° . Set the Scale value for all three axes to 5.000 .
12. Add a Noise Texture node (press Shift + A and navigate to Texture | Noise Texture)
and a ColorRamp node (press Shift + A and navigate to Converter | ColorRamp).
Label them as Noise Texture2 and ColorRamp2 .
13. Connect the output of the Mapping2 node to the Vector input socket of the
Noise Texture2 node, and the Fac output of this node to the Fac input socket of
ColorRamp2. Connect the output of this node to the Color input socket of the Diffuse
BSDF shader node.
14. Go to the Noise Texture2 node and set the Scale and Distortion values to 2.000 .
Go to the ColorRamp2 node and set Interpolation to Constant, select the white color
stop, and change the Color values for R to 1.000 , G to 0.429 , and B to 0.000 .
 
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