Bloody Checker Texture by Melinda Esponda Diaz
We’ll set the ‘Colorize + Blend’ gradient keys (Figure 5) both to Black (by clicking on them we open the ‘Color’ panel), one of them will be totally transparent (alpha : 0), the other one will be slightly colored (alpha : approx. 133).
This will give us a soft shadow between the checker tiles. You can adjust it’s transparency as your will by changing the amount of alpha in the left Gradient key.
We’re now going to start putting dirt and moisture effects on our checker texture.
We’ll use first a ‘Moisture_Noise’ Fx-Map, by drag and dropping it as we’ve done with the ‘Checker’ one.
We’ll plug its output in a ‘Colorize + Bend’ Filter upper input (to create it: right click->New Filter->Colorize Map[Blending mode]), and we’ll plug the output of our first ‘Colorize + Blend’ Filter into this new one’s left input
(Graph in Figure 6).
As our nodes are 1024x1024, we need to make the input (the ‘Moisture_Noise’ Fx-Map) tile to get sometyhing enough detailled. To do that, double click on the upper input of the ‘Colorize + bend’ (white triangle), and as we’ve done with the checker, set the Scale to 200%.
Double click on the ‘Colorize + bend’ node to display it in the lower window.
We’re going to set both extreme keys to alpha 0 in order to obtain a moisture effect, and we’ll create three other keys in a redish color, more or less transparent.
(See the gradient in Figure 7)
By the same process, we had details with the ‘White_Spots’ Fx-Map (which one we don’t scale), and the ‘Thorns_1’ Fx-Map (which one we scale), both in red and dark-red gradients.
We’ll add again a node which input is connected to the ‘White_Spots’ Fx-Map, but this time we we’ll scale it at a 200% level, and we’ll put the gradient key in a very slightly orange-red (alpha : 120 approx).
(See the result after those three nodes in Figure 8).
To make the diffuse more contrasted, here we’ve also added an ‘Emboss’ Filter, input coming from ‘Thorns_1’ with also a 200% scale.
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