Graphics Reference
In-Depth Information
16. Optionally, add a Texture Coordinate node (press Shift + A and navigate to Input |
Texture Coordinate) and a Mapping node (press Shift + A and navigate to Vector |
Mapping), and connect the UV output of the Texture Coordinate node to the Vector
input socket of the Mapping node and the output of the latter to the Vector input
socket of the Image Texture node, as shown in the following screenshot:
The teddy bear material network; note the transparency driven by the Intercept output of the Hair Info node
How it works...
From step 1 to 3, we prepared the three materials to be used; we went into Edit Mode to
assign the second material, eyes, to the eyes vertices of the mesh, and then we went back
in Object Mode to add a third material that doesn't need to be assigned to any face of the
mesh because they are only to be used for hair rendering.
In steps 4 and 5, we made sure that the right particle system settings for the material are
to be rendered as fur.
From step 6 to 8, we built the base_stuff material, a simple basic shader made by the
Diffuse and Glossy components mixed by the Mix Shader node and colored by the UV
mapped teddybear image texture; note that the texture we used in this first material is
also used to give the right color to the hair; it is useful to have it also on the underlying
mesh, to cover any hole or missing part in the particle system.
In steps 9 and 10, we built the eyes shader, which is again a very basic material made of the
dark Diffuse color and the light gray Glossy components simply mixed by the Mix Shader node.
 
Search WWH ::




Custom Search