Graphics Reference
In-Depth Information
10. Go into Edit Mode, select the eyes vertices, and click on the + icon on the right of the
Material window to add a second material. Click on the New button and rename the
material as alieneyes ; then, click on the Assign button to assign it to the selected
vertices. Go out of Edit Mode.
11. 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.
Set the Mix Shader node's Fac value to 0.600 and the Diffuse BSDF node's Color
values for R to 0.010 , G to 0.006 , and B o 0.010 ; set the Glossy BSDF node's
Distribution to Beckmann, change the Color values for R to 0.345 , G to 0.731 ,
and B to 0.800 , and change the Roughness value to 0.100 .
12. Select the alienskin material, and in the Material window, switch the Diffuse
BSDF shader with an Add Shader node (label it as Add Shader1 ); in the first
Shader slot, select a Mix Shader node, and in the second one, load the appended
SSS_group node. In this node, set the Contrast value to 3.000 and change the
Color values for R to 0.834 , G to 0.263 , and B to 0.223 .
13. Go to the Mix Shader node, and in the first Shader slot, select a Diffuse BSDF
node, and in the second one, select a new Add Shader node (label it as Add
Shader2 ). Set the Diffuse BSDF node's Roughness value to 0.800 .
14. In both the Shader slots of the Add Shader2 node, select a Glossy BSDF
shader node; label the first one as Glossy BSDF 1 and the second as Glossy
BSDF 2; set Distribution of both to Beckmann, and then set the Roughness
value of the first one to 0.600 and that of the second one to 0.300 .
15. Add a Fresnel node (press Shift + A and navigate to Input | Fresnel) and
connect its output to the Fac input socket of the Mix Shader node. Set the
IOR value to 1.300 , as shown in the following screenshot:
The basic shader network with the SSS provided by the appended node group
 
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