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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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