- [Voiceover] Now we'll layer effects
in our diffuse color function
adding cracks and defining the placement
of color based upon the slope of the object.
First let's take stock of what we've done so far.
Open up the Render Stack
and here's our most recent rendering
with the granite applied
and you can see it's stretched a bit vertically.
We can that if we compare to the previous version
before we edited that function.
So here it is with the default gray rock function.
And there it is after we've replaced the function.
Right, we'll go back into that material.
Select the rock island, right-click and Edit Material.
Go back into the function once again.
Right-click and Edit Function for the color production
and we'll add another node.
It'll be a simple fractal.
Right-click and choose fractal, Simple Fractal,
and it's automatically connected to the position.
And then let's adjust its parameters.
For the noise type we want cracks
and that's gonna be found under Line Patterns, Cracks.
We can see those cracks appear in the sample.
Let's change up some of the parameters.
The largest feature will be 10,
the smallest feature will be 0,
but the roughness I want increased
up to 0.7.
And then we've also got the amount
of gain, I'm going to bring that down
to 0.1 and we can see those cracks pretty clearly there.
Those cracks will actually be too thick
in our rendering.
I can reduce the width of the cracks
and that's found in the base settings,
right next door to the noise type is an Edit button.
Click on that and that'll allow you
to access parameters that are unique
to that particular noise type.
Set the crack width to 0.01.
Click OK.
And now the cracks are the way we want them
and we're going to combine them
with our variable roughness, granite texture.
Right-click and choose Combiner, Combiner.
And open that up with a plus sign.
Connect the variable roughness altitude to Input 1.
Connect the Simple Fractal, or Cracks Node Altitude
to Input 2.
And then the output of that combiner
is going to feed the Color Map.
Drag from the Color Map input to the Combiner Output.
And if we select that combiner,
we've got the ability to adjust
the strength and the bias
of each one of those inputs.
We're using the default combination mode of Add.
Additionally, we want the texture to be modulated
by the slope of the object.
Wherever the object is flat,
we'll have a certain color,
and wherever the object is steep,
we'll have a different color.
And the Slope Output is right here
and we can connect that directly up
to our Combiner Node.
Just drag from the Slope to Input 3.
And then if we select that Combiner Node,
we can see the effect.
It's wider up here at the top
and Input 3 is the slope
and if we adjust that amplitude up and down,
we can see how that's going to vary
the strength of that.
And then additionally, we have the Offset,
which is pushing the entire texture floor
up and down.
You can think of this as being a black point,
and the amplitude as being a white point.
I'll set the amplitude to 0.8 and the offset to -0.05.
Okay, we've completed our graph for the diffuse color.
We'll click OK and then do a test render.
We've got a pretty sophisticated graph
for the color production.
However we can't really see it terribly well
with the default color map.
In the next movie, we're going to adjust the color map
in order to bring out all of those details.