![]() ![]() When you choose to apply on a Texture Map node, it will allow you to control the values of the image texture which will determine the quantum of roughness or clarity on one surface. This is often done implicitly such that black is zero and white is 1, however, there are cases when you need further control. Noted that the Color To Number node will convert color values to numeric values. To add the frosty appearance, right-click the connection between the Texture Map node and the Spots node, and choose Utilities, Color To Number to add this node. Apply the Texture Mapĭrag-and-drop a water streak image ( for example here ) into the Material Graph and attach it to the Background color of the Spots node. This way will create the appearance of a frosty, chilled glass with water dropping on the surface. Then, connect the Spots node to the Glass materials Roughness input for the white-colored background area to turn rough while the black water drop areas remain smooth. ![]() Update the Spots Scale, Falloff settings, and Distortion to as you want.Ĭhange the Spots node Color to black and the Background color to white color to use the texture to drive the roughness of the parent material. Select Spots node and hit C- key to enable Preview Color for a better look at the adjustments you’ve made. First, right-click the Material Graph workspace and choose Texture, Spots. To start with Water Droplets & Condensation, you will need to apply a Spots texture node. ![]()
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