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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).
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