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	<title>stochasticity &#187; Materials</title>
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		<item>
		<title>TUTORIAL: Dynamic Modelling in C4D Using MoGraph Part 2</title>
		<link>http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph-part-2/</link>
		<comments>http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph-part-2/#comments</comments>
		<pubDate>Wed, 02 Dec 2009 14:12:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[C4d]]></category>
		<category><![CDATA[Lathe NURBS]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[MoGraph]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://stochasticity.cdawson.tv/?p=203</guid>
		<description><![CDATA[In the first part of this tutorial, we built a lighting grid using a couple of MoGraph Cloners and a Volume Effector.  At the end of part 01 we ended up with a lighting grid made up of plain spheres (see below). In part two, we&#8217;ll model a basic light bulb and go through the [...]]]></description>
			<content:encoded><![CDATA[<p><img style="max-width: 800px; width: 500px; height: 281px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/FinalRender-Comp.png" alt="" /></p>
<blockquote><p>In the <a href="http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/" target="_blank">first part of this tutorial</a>, we built a lighting grid using a couple of <em>MoGraph Cloners</em> and a <em>Volume Effector</em>.  At the end of <a href="http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/" target="_blank">part 01</a> we ended up with a lighting grid made up of plain <em>spheres</em> (see below). In part two, we&#8217;ll model a basic light bulb and go through the process of placing that object into our <em>cloners</em> without &#8220;breaking&#8221; our setup (see above).<span id="more-203"></span></p></blockquote>
<p><a href="http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/" target="_blank"><img style="max-width: 800px; width: 500px; height: 281px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/10/startpic.png" alt="" /></a></p>
<h3>Step 01</h3>
<p>Grab a reference model for the bulb.  Grab it from anywhere, we&#8217;re only using the image as reference for modeling.  In the front view, go to <em>Edit</em> &gt; <em>Configure</em>.  Under the <em>Back</em> tab, browse and select your picture.  This will give us an overlay image to help us draw our <em>profile spline</em>.  Using the <em>Bezier Spline Tool</em>, create a <em>spline</em> down one side of the profile of the light bulb.</p>
<p><img style="max-width: 800px; width: 500px; height: 416px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_01.png" alt="" /></p>
<h3>Step 02</h3>
<p>We need to make sure that our spline begins and ends at <em>zero</em> on the <em>Y-axis</em>.  The best way to accomplish this: select the bulb spline and go into <em>point editing</em> mode.  Select the <em>Move Tool</em>, and in the <em>tool attribute manager</em>, go to the <em>Snap Settings</em> tab, and activate the <em>Grid</em> checkbox.  Select each endpoint of the spline and drag them toward the Y-axis.  When you&#8217;re close, it should snap into place.</p>
<p><img style="max-width: 800px; width: 500px; height: 464px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_02.png" alt="" /></p>
<h3>Step 03</h3>
<p>Next, while you have the <em>spline</em> selected, hold down the <em>Alt key</em> while you click to create a <em>Lathe NURBS</em>.  The spline will become a child of the <em>Lathe NURBS</em> object. Now we have the basic shape for our bulb.</p>
<p><img style="max-width: 800px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_03.png" alt="" /></p>
<h3>Step 04</h3>
<p>Now we&#8217;ll make some basic <em>materials</em> for our bulb, one glass material and one metallic material.  You can tailor the materials to your own taste, but below are some screen shots of the most important parts.<br />
<img style="max-width: 800px; width: 502px; height: 334px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_04.png" alt="" /><br />
The only other major thing to change is the <em>Lumas Shader</em> on the metallic material. Crank the <em>roughness</em> of the <em>anisotropy</em> in one direction. This will get us the brushed metal look of the back of a flood lamp.<br />
<img style="max-width: 800px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_04b.png" alt="" /></p>
<h3>Step 05</h3>
<p>Start by applying the <em>metallic material</em> to the <em>Lathe NURBS</em> object.  Then press the &#8220;C&#8221; key to make the lathe nurbs <em>editable</em>.  Go into <em>face editing mode</em> and select all of the faces on the top part of the bulb.  While you have the faces selected, drag the glass material onto the selection.<br />
<img style="max-width: 800px; width: 500px; height: 425px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_05.png" alt="" /></p>
<blockquote><p>Now that we have the bulb finished, we get to the important part.  Replacing the spheres in our mograph light rig from <a href="http://stochasticity.cdawson.tv/tutorial-dynamic-modelling-in-c4d-using-mograph/" target="_blank">part one of this tutorial</a>.</p></blockquote>
<h3>Step 06</h3>
<p>Under the bulb cloner object, make our new <em>Lathe NURBS</em> bulb a child.  You&#8217;ll notice that we&#8217;re a little off on the positioning and scale of the <em>Lathe NURBS</em> bulbs.<br />
<img style="max-width: 800px; width: 501px; height: 300px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_06.png" alt="" /></p>
<h3>Step 07</h3>
<p><em>Deactivate</em> the bulb <em>Cloner object</em> so we can get a clear look at our old bulb sphere and our new Lathe NURBS bulb.  Reposition and rescale our Lathe NURBS bulb to make it approximately the same position and dimensions as the old bulb sphere.  When you get it, make sure to reposition the <em>Axis</em> of the <em>Lathe NURBS</em> so that it is at X:0 Y:0 Z:0<br />
<img style="max-width: 800px; width: 500px; height: 327px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/LightsPt2_07.png" alt="" /></p>
<h3>Step 08</h3>
<p>The last step is to throw an HRDI map on a sky object to get some nice reflections out of our metallic shader (<a href="http://stochasticity.cdawson.tv/tutorial-creating-a-chrome-metal-with-great-reflections-using-sky-object-and-hdri/" target="_blank">Read how to do this</a>)</p>
<blockquote><p>FINISHED! You should now have a fully functional lighting grid that looks decent from any angle while still being dynamically updatable.</p></blockquote>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/FinalRender-CU.png"><img class="alignnone size-full wp-image-204" title="FinalRender-CU" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/FinalRender-CU.png" alt="FinalRender-CU" width="500" height="281" /></a></p>
<p><img style="max-width: 800px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/12/FinalRender-MS.png" alt="" width="500" height="281" /></p>
<blockquote><p><span style="font-weight: bold;">Did I miss something?</span> <span style="font-style: italic;">Leave me a comment!</span><br />
<span style="font-weight: bold;">Do you have a question?</span> <span style="font-style: italic;">Leave me a comment!</span><br />
<span style="font-weight: bold;">Was this helpful?</span> <span style="font-style: italic;">Leave me a comment!</span></p></blockquote>
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		</item>
		<item>
		<title>TUTORIAL: Creating a Chrome Metal with Great Reflections using a Sky Object and HDRI</title>
		<link>http://stochasticity.cdawson.tv/tutorial-creating-a-chrome-metal-with-great-reflections-using-sky-object-and-hdri/</link>
		<comments>http://stochasticity.cdawson.tv/tutorial-creating-a-chrome-metal-with-great-reflections-using-sky-object-and-hdri/#comments</comments>
		<pubDate>Wed, 30 Sep 2009 08:45:54 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[C4d]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Texturing]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://stochasticity.cdawson.tv/?p=102</guid>
		<description><![CDATA[Chrome text, chrome logos, chrome, chrome, chrome&#8230; everybody wants some bling bling.  What makes metallic textures look so good?  Reflections.  Reflections are easy if you have some text floating in a complete modelled environment.   What if you want some chrome text as an element to bring back into AE for a composite?  Here&#8217;s a beginner/intermediate [...]]]></description>
			<content:encoded><![CDATA[<p><img style="max-width: 800px;" src="../wp-content/uploads/2009/09/ChromeHDRI-09b.png" alt="" width="502" height="297" /></p>
<blockquote><p>Chrome text, chrome logos, chrome, chrome, chrome&#8230; everybody wants some bling bling.  What makes metallic textures look so good?  Reflections.  Reflections are easy if you have some text floating in a complete modelled environment.   What if you want some chrome text as an element to bring back into AE for a composite?  Here&#8217;s a beginner/intermediate tutorial to show you how you to make it quickly&#8230;</p></blockquote>
<p><span id="more-102"></span><br />
<big><big><big>Step 01</big></big></big><br />
Start with some basic text like this (I created my text using a <em>MoGraph Text Object</em> and a <em>Random Effector</em>).<br />
<img style="max-width: 800px; width: 502px; height: 288px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/ChromeHDRI-01.png" alt="" /></p>
<p><big><big><big>Step 02</big></big></big><br />
You can use your own custom material, but starting with a preset from the <em>Content Gallery</em> is not a bad place to start.  I&#8217;m going to start with <em>metal006</em> from the <em>basic</em> folder.<br />
<img style="max-width: 800px; width: 499px; height: 424px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/ChromeHDRI-02.png" alt="" /></p>
<p>Here&#8217;s what our text looks like now.  Not really what were looking for.  Why does it look like this?  It has nothing to reflect&#8230; (think about what a mirror looks like in a pitch black room).<br />
<img style="max-width: 800px; width: 502px; height: 297px;" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/ChromeHDRI-02b.png" alt="" /></p>
<p><big><big><big>Step 03</big></big></big><br />
We add a <em>Sky Object</em> to our scene.  A sky object <em>is an infinitely large sphere,<br />
whose center is the origin of the world coordinate system</em>. Perfect for making reflections.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-03.png" alt="" /></p>
<p>And now here&#8217;s what it looks like.  Again, not what we&#8217;re looking for.  Why?  It has only has our white sky object to reflect.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-03b.png" alt="" width="500" height="294" /></p>
<p><big><big><big>Step 04</big></big></big><br />
Back to the Content Browser.  This time we&#8217;re going to take a material preset from the HDRI folder.  (These were a new edition to C4D with version 11, and a great addition at that. If you would like to read about what exactly an HDRI map is, <a title="Wikipedia: HDRI" href="http://en.wikipedia.org/wiki/High_dynamic_range_imaging" target="_blank">read on here</a>.)<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-04b.png" alt="" width="500" height="425" /></p>
<p>We&#8217;ll take that material preset and apply it to the Sky Object.  Now we have something that looks like this.  A lot closer to what we want, but all I want is our chrome letters, not that big wierld looking room behind it.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-05.png" alt="" width="509" height="299" /></p>
<p><big><big><big>Step 05</big></big></big><br />
To make the Sky Object not appear in the render, but still appear in the reflections of our text, we will use a Compositing Tag.  Right Click on the Sky Object in the Object Manager to find it.  The Compositing Tag is one of the most useful C4D tags out there (I suggest reading about it at some point).<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-06.png" alt="" width="503" height="263" /></p>
<p>In the settings we&#8217;ll uncheck Cast Shadows, Receive Shadows, and Seen by Camera (make sure that Seen by Transparency, Refraction and Reflection remain checked).<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-06b.png" alt="" width="501" height="404" /><br />
Now we&#8217;re almost there except for some finishing touches.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-06c.png" alt="" width="503" height="292" /></p>
<blockquote><p>NOTE: These last steps are where you are going to be able to customize your chrome texture the most.  The right combinations of options to the shader is what separates professional looking chrome from ugly hobbist chrome.  (Remember LESS IS MORE, you should tone down and modify almost every procedural texture you apply to your shader.)  All this being said, here&#8217;s a couple of things to start with&#8230;</p></blockquote>
<p><big><big><big>Step 06</big></big></big><br />
Add a Fresnel <em>(pronounced: FER-NELL)</em> texture to the Reflection channel.  I normally tone down the gradient from it&#8217;s 100% black to 100% white starting setting. This will help to tone down our reflections a bit and offer some variation in the amount of reflection over the text.  Also, turn the blurriness up a few percentage points to blur the reflections coming off our text.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-07b.png" alt="" width="501" height="516" /></p>
<p><img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-07c.png" alt="" width="503" height="297" /><br />
Step 07<br />
Activate the Bump channel and add a Noise texture to it.  Pick the noise type that you like, and lower the Global Scale to something small.  We just want to have very small variations on the surface of the metal to help break up the reflections.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-08.png" alt="" /></p>
<p>Now we have something like this.  A little TOO MUCH bumpyness on the text.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-08b.png" alt="" width="500" height="294" /></p>
<p>So we&#8217;ll go back to the bump channel and take the Strength down to 1% or so.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-09.png" alt="" width="500" height="422" /></p>
<p>And we&#8217;ll get something like this.<br />
<img style="max-width: 800px;" src="http://stochasticity.cDawson.tv/wp-content/uploads/2009/09/ChromeHDRI-09b.png" alt="" width="502" height="297" /></p>
<p>Render out with an alpha channel and bada-bing&#8230; There some bling bling for your graphic.</p>
<p>You can download my <a title="C4D Project File" href="http://cDawson.tv/wp-content/uploads/2009/09/ChromeWithHDRI.c4d" target="_self"></a><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/ChromeWithHDRI1.c4d">ChromeWithHDRI</a>.c4d file here.</p>
<blockquote><p>Did I not explain something clearly enough?  Leave a comment. Did this tutorial raise an question you&#8217;d like to ask? Leave a comment. Like the tutorial? Leave a comment.<br />
I hope this was helpful.</p></blockquote>
]]></content:encoded>
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		</item>
		<item>
		<title>Introduction to the Layer Shader</title>
		<link>http://stochasticity.cdawson.tv/introduction-to-the-layer-shader/</link>
		<comments>http://stochasticity.cdawson.tv/introduction-to-the-layer-shader/#comments</comments>
		<pubDate>Thu, 03 Sep 2009 09:07:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[C4d]]></category>
		<category><![CDATA[Layer Shader]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Texturing]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://stochasticity.cdawson.tv/?p=66</guid>
		<description><![CDATA[Let’s take a look a the layer shader.  It is one of the more powerful shaders in the C4D shader arsenal.  It basically works very similarly to the layers palette in Photoshop and the layered timeline in After Effects, so most of this will be familiar to a lot of you.  Let’s dive in. We’re [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/00-LayerShaderExample.gif" alt="" width="504" height="498" /></p>
<p>Let’s take a look a the <em>layer shader</em>.  It is one of the more powerful shaders in the C4D shader arsenal.  It basically works very similarly to the <em>layers palette </em> in <em>Photoshop</em> and the <em>layered timeline</em> in <em>After Effects</em>, so most of this will be familiar to a lot of you.  Let’s dive in.<span id="more-66"></span></p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/01-NoiseLayer.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/01-NoiseLayer.png" alt="" width="500" height="262" /></a></p>
<p>We’re going to start our shader by layering up a few pieces of <em>noise</em>.  (A <a href="http://www.neilblevins.com/cg_education/complex_shaders_proc/complex_shaders_proc.htm" target="_blank">good piece of reading on this in 3Dmax</a> is written by Neil Blevins.)  We’ll start with a <em>noise</em> of type <em>Gaseous</em>, and crank up the <em>global scale</em> a bit to give some nice subtle tonal change across the whole material. (This <a href="http://www.cybergooch.com/pages/c4d/noise/c4d_noise.htm" target="_blank">texture reference of C4D noise</a> is really useful when choosing noise types.)</p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/02-AddLayerShader.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/02-AddLayerShader.png" alt="" width="416" height="382" /></a></p>
<p>Now stay in the <em>attribute manager</em> and add the <em>layer shader</em>.  The <em>noise</em> we just added will be moved inside the <em>Layer Shader</em> as it’s first layer.</p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/03-SecondNoise.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/03-SecondNoise.png" alt="" width="413" height="266" /></a></p>
<p>After we step inside the <em>Layer Shader</em> by clicking on the shader name in the <em>attribute panel</em>, let’s add another layer of <em>noise</em>.  I will give this a different <em>noise type</em>, and leave it’s <em>global scale</em> at 100%.</p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/04-Overlay.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/04-Overlay.png" alt="" width="499" height="202" /></a></p>
<p>We’ll change the <em>transfer mode</em> of our new layer of <em>noise</em> to an <em>overlay transfer mode</em> and take the <em>transparency</em> down low enough so the <em>noise</em> is subtle.  (Remember, less is more!)</p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/05-DirtNoise.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/05-DirtNoise.png" alt="" width="512" height="207" /></a></p>
<p>Next we’ll add another layer of <em>noise</em> with a very small <em>global scale</em> and <em>clipping values</em> so it is mostly white with little specks of black.  Set the <em>Layer Mode</em> to <em>multiply</em> and now we have some small specks of dirt on our nice layered noise.</p>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/06-Fresnel.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/06-Fresnel.png" alt="" width="493" height="227" /></a></p>
<p><em>Noise</em> isn’t the only thing you can use to layer up!  I’ve chosen a <em>fresnel shader</em> here, but you can add any <em>gradients</em>, <em>images</em> or anything else you want.</p>
<blockquote><p><em><strong>I always recommend using at least 3 layers of noise any time you need to get in close to an object.  When objects are small on screen, you can get away with one layer of noise. However, if your camera gets anywhere close in, the viewer with totally notice the pattern in the noise, so layer up good if you want it to look good!  “Fractal Noise” is, after all, a fractal, which is just a fancy word for “repeating pattern”.</strong></em></p></blockquote>
<p><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/07-Colorize.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/07-Colorize.png" alt="" width="412" height="364" /></a><br />
Another option for modifying your <em>layer shader</em> are <em>effects</em>.  You can perform all kinds of “Photoshop-like” adjustments.  Adding an <em>effect layer</em> is just like adding an <em>adjustment layer</em> in <em>AE</em>.  It applies an effect to the combination of ALL of the layers below it.  One particularly useful effect is <em>colorize</em>.<br />
<a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/08-ColorizeSettings.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/08-ColorizeSettings.png" alt="" width="412" height="366" /></a><br />
<em>Colorize</em> works similarly to the <em>Colorama</em> effect in <em>AE</em> (a favorite of mine).  With some modifications to a basic <em>gradient</em>, you get some very good effects.</p>
<p style="text-align: center;">Here is the break&#8217;down&#8217; of our layering &#8216;up&#8217;…<br />
<a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/Compare.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/Compare.png" alt="" width="728" height="200" /></a></p>
<p>So there is our finished <em>layer shader</em> in the <em>color channel</em>.  <em>Copy</em> and <em>Paste</em> the <em>layer shader</em> into other <em>channels</em> in your <em>material</em> (like <em>diffusion</em>, <em>bump</em>, <em>reflection</em>, etc.) and with some minor tweaks to each, you end up with a really rich, detailed and organic material that looks great up close.<br />
<a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/finalpic.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/finalpic.png" alt="" width="417" height="107" /></a><br />
<a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/finalpic-CU.png"><img class="aligncenter" src="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/finalpic-CU.png" alt="" width="320" height="240" /></a></p>
<blockquote><p><strong>I hope this was helpful.  It’s just the beginning of what you can accomplish with the layer shader.  If you have any questions about this tutorial, something you think I should add, or a request for a tutorial, please contact me through the comments forms.<br />
Good luck and happy texturing!</strong></p>
<p style="text-align: right;"><a href="http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/finalpic.png&quot;&gt;&lt;img class=&quot;aligncenter&quot; src=&quot;http://stochasticity.cdawson.tv/wp-content/uploads/2009/09/LayerShaderIntro.pdf" target="_blank">PDF Tutorial</a></p>
</blockquote>
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