Once we are satisfied with the reptile skin shader created for the character's head, we can copy it to the other parts of the body, that is to the other material slots, and then apply the necessary modifications. Those, in this case, just consist of different color and scales image textures.
This means that all the other shader parts can be reused as they are. In this recipe, in fact, we are going to make a node group of these parts so as to easily re-use the shader for the other materials slots.
Just start Blender and re-open the previously saved Gidiosaurus_skin_Cycles_01.blend
file.
Let's start to create our skin node group:
Material_skin_U0V0
.The box-selected nodes and the highlighted deselected ones
Inside the node group in Edit Mode
Tweaking the node group input socket connections
Renaming the node group input sockets
The "Gidiosaurus_skin" node group
Material_U1V0
, then click on the Use Nodes button in the Surface subpanel.textures
folder and load the proper images according to the material name, that is, the U1V0_col.png
and U1V0_scales.png
image textures.Material_skin_U1V0
:Making the copied textures single users and loading the right image textures for the "Material_skin_U1V0"
Gidiosaurus_skin_Cycles_02.blend
.The "Material_wet_U0V0" network and the completed Gidiosaurus shading in the rendered preview
Of course, it wasn't mandatory to make a group of the skin shader to reuse it for the other material slots; we could just have selected, copied and pasted all the nodes and frames as they were at the end of the previous recipe.
The (quite big) advantage in having a node group instanced in different materials is that if you need to change something in the internal network, you don't have to repeat the modifications in the node group of each material. It's enough to do it in Edit Mode in one of the instances, and all the internal modifications will be reflected in all the instances of the node group used by the other materials.