We arrive finally at making the Armor shaders under the Blender Internal engine; we have four materials, here: the two UDIM plate shaders, the rivets shaders and the leather material for the tiers.
Enable the 6th and the 13th scene layers and select the Armor object; if your computer is powerful enough, use the Rendered preview while you are working.
Let's start with the first UDIM tile material creation, the main armor plates:
Armor_U0V0_col
; in the Node Editor window, disable the Specular item.iron_U0V0.png
; rename the ID datablock as iron_U0V0
and set the UVMap coordinates layer, then go to the Influence subpanel and enable the diffuse Intensity channel at value 1.000, leave the Color channel as it is and change the Blend Type to Multiply:vcol2.png
, rename the ID datablock as vcol2
and set the UVMap_norm UV coordinates layer; go to the Colors subpanel, enable the Ramp item and set the Interpolation to B-Spline, then move the black color stop to position 0.245 and the white color stop to position 0.755. In the Image Sampling subpanel set the Filter Size to 1.10 and in the Influence subpanel enable the diffuse Intensity channel at value 0.500, the diffuse Color channel at 0.300, set the Blend Type to Difference and enable the Negative item.Ice_Lake_Ref.hdr
and rename the ID datablock as env_refl_armor
. Set the Mapping coordinates to Reflection and, in the Image Sampling subpanel, the Filter Size to 6.00; in the Colors subpanel set the Brightness to 1.800 and the Contrast to 2.000, then move to the Influence subpanel and set both the diffuse Intensity and Color channels to 0.600 and the Blend Type to Multiply:Armor_U0V0_spec1
; disable the Diffuse item on the node interface and enable back, the Specular one.iron_U0V0
texture slot and go straight to the Influence subpanel: disable the diffuse Intensity and Color channels and enable the specular Intensity, Color and Hardness channels at 1.000. Set the Blend Type to Mix.vcol2
texture slot, disable the diffuse Intensity and Color channels and enable the specular Intensity channel at 0.300.env_refl_armor
texture slot, disable the diffuse Intensity and Color channels and enable the specular Intensity and Color channels at 0.500.Armor_U0V0_spec2
. In the Material window go to the Specular subpanel and set the Slope to the maximum = 0.400.Armor_U0V0_normals
; in the Shading subpanel enable the Cubic Interpolation item.norm2.png
, rename the ID datablock as norm2
and in the Image Sampling subpanel enable the Normal Map item; in the Mapping subpanel set the UVMap_norm coordinates layer and in the Influence subpanel disable the Color channel and enable the Normal one at 0.500.iron_U0V0.png
, mapping to UVMap layer and Influence to Normal at 0.010; set the Bump Method to Best Quality.Armor_U1V0
material slot and, back in the Node Editor window, paste the copied nodes: then make the materials inside the nodes as single users, rename them accordingly and go to the Texture window to substitute the iron_U0V0.png
image with the iron_U1V0.png
image.Armor_rivets
material slot, but don't substitute the texture image: instead, simply delete the BUMP node, which wouldn't be of any use in such small parts.These shaders work, and have been built, exactly the same way as for the Gidiosaurus' skin and eyes; the only thing worth noting here is the order of the normal map and of the texture used for the bump pattern: in fact, to work together, in Blender Internal, the normal map must be placed higher in the texture stack, otherwise it will overwrite the effect of the bump map.
The Leather
material is a simple basic Oren-Nayar diffuse shader with the usual WardIso specular shader model, provided with a bump effect obtained through a Voronoi procedural texture with default values, except for the Size.
Note that the Voronoi texture influences the Color channel with the Multiply blend type and the Normal channel with a negative low value to obtain an actual bulging out pattern, instead of a concave one; negative values, in fact, reverse the direction of the bump.
The size of the procedural texture along the three axes is also further tweaked in the Mapping subpanel, scaling the three axes differently to resemble the dimensions of the Texture Space (basically the mesh bounding box, than can be made visible through the subpanel of the same name in the Object Data window), in order to avoid stretching along the mesh.
Note also that in all these Blender Internal materials, simple mono materials (as for example the Leather BI
material shown here earlier) are loaded inside a Material node and then connected to an Output node in the Node Editor window even if this wouldn't be necessary for the material itself to work: but, to let the Blender Internal and the Cycles render engines work together (through the compositor, as we'll see in the next chapter), it is mandatory to have all the shaders as nodes.
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