RobynsVeil opened this issue on May 06, 2012 · 104 posts
RobynsVeil posted Mon, 07 May 2012 at 2:44 AM
Well, Laurie, they sort of are. It's kind of cool: you can muck around with the nodes in the node editor and see the changes in your Material panel. So, if you want, you can get these flash node-based material thingies (screen-cap pictures) you can string together, then have a look how it changes your material panel stuff and do it thusly from then on.
So, for like my teapot, above, the tutorial I did in order to make the dang thing suggested doing this in the material panel (make sure the teapot is selected):
1- For Ceramic-looking material, diffuse will be mixed with glossy
2- So, choose "Mix Shader" from the Surface drop down list
3- Name this material "ceramic".
4- Choose "Diffuse" for the first shader type and "Glossy" for the other.
I'm not sure - but I don't think so - that Mix in Cycles is like the blender node in Poser, since the Fac value determines the percentage of the mix in Cycles, where Poser's blender() node uses this, IIRC:
k * Value_2 + (1-k) * Value_1
where k is the Blending value.
In Blender Cycle's Mix shader node, a value of 1.0 for Fac means that the second shader (in this case: glossy) will have 100% effect and the first shader will have an effect of 0%. 0.500 will mix 50% of both shaders. Here we want a combination of 10% glossy shader and 90% of diffuse, so one would set the Fac value to 0.10.
Hope I can keep that straight.
So, here is the mat panel for Ceramic:
and the node set for same:
Easy enough to see how this all sort-of works, so far.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
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