| Author | Modron - www.elysiun.com forum member |
| Hyperlink | hhttp://blenderartists.org/forum/showthread.php?t=73088 |
| Category | Materials and Textures |
| Title | Material Nodes: Making a Planetoid |
TUTORIAL AS QUOTED FROM SOURCE
love those nodes, here's a simple way to make a planetoid.
This tutorial assumes basic knowledge of a few things, like UV mapping and
texture paint, however, if you would prefer, you can substitute a procedural
texture for the UV texture, and forget about the geometry node. Also, if you do
this, you will probably want the use the 'value' output of the texture node,
instead of the 'color' output.
1) we are going to make a planetoid, so, to get started, make a sphere, and UV
map it. Using texture paint, create a black and white image of where you want
your continents to sit. you can make the water black and the land white, or the
other way around, it really doesn't matter. Save the image, we will use it in a
moment.
2) select your sphere, and open the materials window. Make a material for the
land, with no specular, and a clouds texture for the bump map. Then, make
another material for the water, with a high specular, and a stucci, or musgrave
texture as the bump map. You can use the same channel, just choose add new, or
toggle the appropriate channels on or off in the materials buttons. Anyway, we
have two materials, one for land, one for water. make another material to hold
the mask texture, or you can put it in one of the channels that's toggled off in
your exsisting materials. Anyway, load the mask you just painted into a texture
channel.
3) now, split your 3-D screen, and make a nodes window.
4) go back to materials, and on one of them, doesn't matter which, press the
'nodes' button, and you will see two nodes appear in the nodes window. The
material will be solid black at this stage, so, in the nodes window, press the
red arrow buttons, which will now be highlighted in red, and browse for a
material. Choose the land material. Now, with shift+D, duplicate the land node,
then, with the browse button, call up the water material. You now have two
material nodes, and an output node.
5) we need three more nodes, a mix node, a texture node, and a geometry node.
Call these up using shift+A.
6) use the browse button on the texture node to call up your mask texture, and
a) connect the 'UV' output on the geometry node, to the 'vector' input of the
texture node.
b) connect the 'color' output of the texture node to the 'fac' input of the mix
node.
c) connect the color output for the water node to either of the color inputs of
the mix node.
d) connect the color output for the land node to the remaining color input of
the mix node.
e) connect the color output of the mix node to the color input of the 'out'
node.
7) render.
