Graphics Reference
In-Depth Information
3. Click again on the little + icon to the right of the Material window (add a new
material slot) to add a third material (not to be assigned to any vertex or face;
in fact, we are out of Edit Mode); click on the New button and rename the new
material as teddybear .
4. Go to the Particle window at the top of the Render subpanel, and click on
the Material Slot button (Material slot used to render particles), where at the
moment, Default Material is selected instead of the teddybear material.
5. Go to the Cycles Hair Rendering subpanel to be sure that the Primitive item is set
to Curve Segments, and set Shape to Thick; then, go to Cycles Hair Settings to be
sure that the Shape value is -0.50 , the Root value is 1.00 , the Tip value is 0.05 ,
the Scaling value is 0.01 , and the Close Tip item is checked.
6. Now, in the Material window, select the base_stuff material; in the Node Editor
window, add a Texture Coordinate node (press Shift + A and navigate to Input |
Texture Coordinate), a Mapping node (press Shift + A and navigate to Vector |
Mapping), an Image Texture node (press Shift + A and navigate to Texture | Image
Texture), a Glossy BSDF node, and a Mix Shader node (press Shift + A and navigate
to Shader | Texture Coordinate; repeat similar steps to add other nodes).
7. Connect the UV output of the Texture Coordinate node to the Vector input socket
of the Mapping node, and the output of this node to the Vector input socket of the
Image Texture node. Paste the Mix Shader between the Diffuse BSDF and the
Material Output nodes and connect the output of the Glossy BSDF shader to
the second Shader input socket of the Mix Shader node.
8. Connect the Color output of the Image Texture node to the Color input socket of the
Diffuse BSDF shader node and of the Glossy BSDF shader node; click on the Open
button and browse to the textures folder to load the teddybear.png image (a
simple color map painted directly in Blender). Set Distribution of the Glossy BSDF
node to Ashikhmin-Shirley, the Roughness value to 0.300 , and the Mix Shader
node's Fac value to 0.400 .
9. Back in the Material window, select the eyes material and switch the Diffuse
BSDF shader with a Mix Shader node; in the first Shader slot, select a Diffuse
BSDF shader, and in the second one, select a Glossy BSDF shader node.
10. Set the Mix Shader node's Fac value to 0.200 ; change the Diffuse BSDF
node's Color values for R to 0.010 , G to 0.003 , and B to 0.001 ; and change
the Glossy BSDF node's Roughness value to 0.100 .
 
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