- [Voiceover] Our first pass at applying color
based upon the slope of the object is a pretty rough pass.
If we select the rock island we can see
once again that the tops are very dark,
and we see that in our rendering, too,
in the render stack.
So, let's soften that up.
Right-click to edit the material,
and we got our ramp the way we want it.
Let's go back into the function.
Right-click on the color production sample
and choose Edit Function,
and we're going to add a filter
between the slope and this combiner note.
Just reorganize my graph here a bit.
So, let's create a filter node,
right-click anywhere and choose Filter.
Filter,
and then connect the slope output to the filter input,
and the combiner input to the filter output.
Now we've got a filter in the single chain,
but it's just a linear filter right now,
and let's right-click on that and choose Edit Filter,
and if we have our sample visible while we edit this filter,
we can see what it's going to do.
So, if I bring these values up and down,
we're drastically changing the end result.
So, I want to really go only up to about 0.5 here,
maybe create some more points on here,
switch over to a smooth curve,
play around with that and try to get a good result.
After working on that for a few minutes,
I've got a slope that I think is going to look pretty good.
My right-most point here only has a value of .2777,
so we're really softening that up quite a lot.
All right, with that done we can click Okay,
and then close the function editor as well,
and do our test rendering.
Okay, we can see here now that the
green vegetation areas are limited
mostly to the tops of the object,
and we'd have some greens scattered around
in other places, too.
If we want to change the placement of these patterns,
we can do that in the graph.
Once again, right-click and go to Edit Function,
and most of it's being driven
by the variable roughness fractal node.
So, if we select that,
we can change up the origin
which is the center of the pattern.
If I increase the X-value to one, for example,
it's going to shift the pattern,
click Okay,
and then let's do a last test render of that,
just to show the difference in changing
the origin in X by only a value of one.
Let's compare that in the render stack.
Here it is with an origin value of one,
and that's an origin value of zero.
So, you can see we've shifted it over by one meter.
All right, we've got our diffuse texture
more or less the way that we want it,
and in the next movie we'll look at adding roughness
with displacement and bump mapping.