Exercise 7

Base hue on a procedural function
Notice how the three inputs change. Instead of saying r, g and b they now say h, s and v. These are short for hue, saturation and value. Select Turbulence from the hue pop up menu (the one labeled h:).

The Turbulence dialog will appear.

Click OK to accept this and return to the parent node-User Color. Click OK twice more to apply this shader to the current object.

Select the File > Quick Render (Command-R) menu item to see how your shader looks on the cylinder. You have just created your first shader. Congratulations!

Review
To really get a feel for the power of ShaderMaker we encourage you to experiment. Go back to the User Color node and change some of the other sliders, or go one level deeper and play with the Clouds node. You'll be amazed at the effects you can attain with this simple shader. One important thing to note is that we didn't use the Turbulence node to define the color of the object, as one might expect. Instead we used Turbulence to perturb the hue of a User Color node. What would our shader look like if we used Marble or Wood to perturb the hue? Try it and see.

What Next?
For more technical information on procedural shaders, read Texturing And Modeling, A Procedural Approach by David S. Ebert, et al. (AP Professional, 1994).