'Project Overview'

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"Leaf Project" by Julio Juárez (Riddlaz C.)


Page 15

Creating the Dirt Shader

Creating the dirt shader will be very quick, most of the work for creating the dirt in this case was by making the dirt blend map, basically what were going to use is a simple procedural smoke texture in the color, specular and diffusion channels.

First go to the root of the blend material, add a new raytrace material to the "material 1" slot in the blend material and rename it "dirt shader", create a new smoke map for the color channel, change the size to 0.5, give color one a value of R:39 G:33 B:0 and color 2 a value of R:136 G:111 B:67

TCopy that smoke map to the specula level channel and give color 1 a vlue of RGB:5 and color 2 a value of RGB:50

Now Copy any of the two smoke maps to the diffusion channel and give color 1 a vlue of RGB:200 and color 2 a value of RGB:100

Now the last step is to go to the base level of the blend material and apply our dirt map as our mask and that completes the texturing of the leaf!!!, the following sections are dedicated for tips on rendering our leaf and the final renders.

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Copyright © by Julio Juárez (Riddlaz C.)





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