In this chapter, we will cover:
In this chapter we will see some more complex artificial material, starting from the simpler ones to the more complex. In any case, be aware that the procedure is basically always the same as for all the materials we have already seen: first the generic shader, then the color pattern, or the bump effect (one or more), depending on the preponderance of different components for the defining of the material itself.
The only difference is the level of complexity which they can reach (for example, just look at the spaceship hull shader or the brick wall).
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