![]() |
|
N Node Sample 1 |
| Home | Tutorial Links | My Tutorials | Sample Materials | Freebies |
|
Home > My Tutorials Part One: N-Node settings Part Two: Using the N-Node SAMPLE MATERIAL ONE: DIFFERENT SIDES Having discussed the various methods of using the N Node, we will now turn to some example materials, explaining exactly what is happening as we go along. This first material uses the N Node as an input into a blender node. In this example, we will use this to blend one material for the sides with another for the top and bottom - in the example given, blue clouds at the top and green cells on the sides. For the rest of this tutorial, blue stands for whatever material you plug into input2, green stands for whatever is plugged into input1. First, we need a material to build our new material on. I have used a sphere, but any curved object will do just as well - try a torus instead for a different effect, or any rugged terrain prop. First, we plug a blender node into the diffuse colour. Set both input1 and input2 colours to white, and the blending value to 1. In this material, all of the values will come from other nodes plugged into the blender. We also need to plug nodes into input1 and input2. Here, I have used a cloud node for the top and a cellular node on the sides, but you can use whatever you want. Next, create a Math Function node. Set the Math_Argument to Abs. This will mirror the output of the N Node so that our effect works on both the top and the bottom of the material. Plug the output of the Abs node into the blending input of the Blender node. Now create your N Node and plug it into Value_1 of the Abs node. Finally, set the values of the N Node to X=0, Y=2, Z=0. This will restrict the output of the blender node to just the Y axis. Render now to see your material. VariantsPlug the N Node directly into the Blending input of the blender node to produce a material that is blue on top, and green everywhere else.Plug the N Node directly into the Blending input and change the Y value of the N Node to -2 to produce a material that is blue on the bottom and green everywhere else. X=2, y=0, z=0 produces a material that is blue to the left and right, and green for the rest. X=0, y=0, z=2 produces a material that is blue on the front and back and green for the rest. Higher Y values produce materials with more blue and less green. Lower Y values produce materials with less blue and more green. |