Graphics Reference
In-Depth Information
In this case, we have two different bump types, affecting the diffuse and the glossy
components independently, and building an effect of a layered bump.
There's more...
At this point, you could wonder: "Okay, we just mapped textures on the Spheroid, but what's
the projection mode of these mappings?"
Good question! By default, if the projection mode is not specified and if the object doesn't
have any UV coordinates, the mapping is Generated, which is the equivalent of the Original
Coordinates mode (now renamed Generated as well) in Blender Internal.
But what if you want to specify a mapping method? Then follow these steps:
1.
Press Shift + A with the mouse pointer in the Node Editor window again, go to the
Input item, and select the Texture Coordinate item, which is a node with several
mapping modes and their respective output sockets.
2.
Try to connect the several outputs to the Vector input (the blue socket on the left-
hand side of the node), which can be found from Checker Texture, to see the texture
mapping on the Spheroid change in real time, as shown in the following screenshot:
The Object output of the Texture Coordinate node connected to the Vector input of the Texture node
By the way, I'd like to point your attention to the UV coordinates output. Connect the link to
the texture's vector socket, and you will see the mapping on the Spheroid disappear. Why is
this so? Because we haven't assigned any UV coordinates to our Spheroid yet.
 
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