Graphics Reference
In-Depth Information
In any case, for any image you are going to use, just remember to make it tileable in your
preferred image editor. In GIMP, this task can be automatically done by a plugin that can
be found by navigating to Filter | Map | Make Tileable.
Getting ready
Start Blender and load the 9931OS_02_interface.blend file, which saw in the previous
chapter. Remember that all the blend files and the textures needed for the exercises of this
topic can be downloaded from the support page on the Packt Publishing website.
Now, we'll create a new file named 9931OS_start.blend , and we'll be using it as the
starting point for the most of our recipes. To do so, perform the following steps:
1.
Select the Spheroid and (just for the purpose of this exercise) delete it by pressing X .
2.
Ensure that the 3D cursor is at the center of the scene ( Shift + C ), and with the
mouse pointer in the 3D window, press Shift + A to pop up the Add menu. Then
add a new Cube primitive (press Shift + A and navigate to Mesh | Cube).
3.
Press Tab to go out of Edit Mode if needed (this depends on whether you are using
Blender with the factory settings or not), and move the cube 2 units up on the z axis.
4.
Go to the Outliner and select the Lamp item, in the Object data window under the
Properties panel, switch the Type of Lamp to Sun. Then set the Strength to 2.000
and the color values to 1.000 for R, 0.872 for G, and 0.737 for B.
5.
Reselect the Cube, go to the Material window under the Properties panel, and
save the file as 9931OS_start.blend .
How to do it...
Now carry out the following steps to create the rock material:
1.
Click on the New button in the Material window under the Properties panel, or in
the toolbar of the Node Editor window.
2.
Rename Material.001 as Rock_01 (the numbering is because I assume that you
are going to experiment with several values, especially colors, producing more and
different kind of rock materials) and save the file as 9931OS_03_Rock_imagemap.
blend .
3.
Put the mouse on the Node Editor window and add an Image Texture node (press
Shift + A and navigate to Texture | Image Texture). Then add a Mapping node (press
Shift + A and navigate to Vector | Mapping), and a Texture Coordinate node (press
Shift + A and navigate to Input | Texture Coordinate).
4.
Connect the Generated output socket of the Texture Coordinate node to the Vector
input socket of the Mapping node, and its Vector output to the Vector input of the
Image Texture node. Also connect the Color output of the Image Texture node to the
Color input of the Diffuse BSDF shader node.
 
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