Monday, March 16, 2015

Day 8 - Shader Development

Shader Development

For this tutorial, I tried more on the SHOP network, material shader builder. I've also learned how to add in extra coordinate to create this 3D effect shader.


I'll have to go to that particular node that I wanted to add extra coordinates and select on edit operator type properties > Input/Output and add in. I had to add in the parameter accordingly for it to appear.


So this is how the checkered cube texture will look like after I've added in this "w_freq" and "W Coordinates".


This is also the workflow to create the previous texture.


Trying out on other object > torus


Slime Texture
After that, I tried to create this slime texture. So firstly, I'll have to add these nodes accordingly. I understand about the different colour of the node represents float/vector and have to match the colours accordingly, joining them together but I'm still trying to learn how will I know that what is the next node to add. I guess that really need a lot of practice to get the hang of it.


Adding these nodes together will create the current texture out.
screenshot_07.PNG

Focusing on the "surface_globals" node, I linked the "p" to the "aanoise1" > "pos"




and thus, this is how the texture will look like:


I adjusted the frequency of the anti-aliased noise to get this:
screenshot_10.PNG

Moving on to create the displacement!
Linking up these nodes to create the displacement...


But as seen on the picture below, the displacement appears to be like this, so I'll have to adjust the displacement by creating a properties node.


Then, after a few adjustment, this is how my slime texture will look like:


Final:
screenshot_14.PNG

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