Graphics Reference
In-Depth Information
15. Click on the + icon button to add new color stops until you have eight color stops
almost evenly spaced along the slider (that is: color stop 0 at the 0.000 position, 1
at the 0.125 position, 2 at the 0.250 position, then 0.357 , 0.491 , 0.626 , 0.745 ,
and 0.886 ).
16. Select the last color stop, put the mouse pointer on the color slider, and press Ctrl + C
to copy the yellow color; then, select the color stops numbered 1, 3, and 5, and paste
the color (press Ctrl + V ) so as to have a slider subdivided in eight parts, four black
and four yellow, as shown in the following screenshot:
The color pattern connected to the diffuse component
How it works...
F From step 1 to 5, we built the basic shader using two Glossy BSDF shaders with
different colors to mimic a color shifting in the specularity areas.
F From step 6 to 10, we built the chitin bump, assigning the pores to the per-shader
bump but a general noise pattern to the displacement output (which, in this case,
still works as a simple bump).
F From step 11 to 16, we built a simple and random wasp-colored pattern; obviously,
this can be changed and modified as you prefer, and actually should also be used on
a more appropriate model; in this case, it would be better to make use of a painted
color texture map to build a more appropriate and symmetrical color pattern.
 
Search WWH ::




Custom Search