Graphics Reference
In-Depth Information
10. Add a Mix Shader node (press Shift + A and navigate to Shader | Mix Shader),
label it as Mix Shader_bark3 , and paste it right before the Material Output node.
Connect the output of the Mix Shader_bark2 node to the second Shader input
socket of the Mix Shader_bark3 node.
11. Add a Noise Texture node (press Shift + A and navigate to Texture | Noise Texture),
connect the UV output of the Texture Coordinate node to the Vector input socket of
the Noise Texture node, and connect the Fac output of this node to the Fac input
socket of the Mix Shader_bark3 node.
12. Set the Noise Texture node's Scale value to 15.000 , as shown in the
following screenshot:
Making the bark material a bit more complex
13. Now, press Shift and select the tree_branch and tree_branches meshes, and as
the last one, reselect the tree_trunk mesh to make it the active object; then, press
Ctrl + L . In the Make Links pop-up menu, select the Materials item to assign the
bark material to the other two meshes.
How it works...
F For this material, we built a simple shader using two tileable image maps, a color
one for the Diffuse and the Glossy components, and a normal map for the bump.
F Then, we duplicated everything and mixed the second material copy with different
scale values to the first one by the factor of a Noise procedural texture, to add variety
to the bark pattern and to avoid that unpleasant repeating effect that often shows
up with tileable image textures.
 
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