CREATE A DISTRESSED COPPER PROCEDURAL MATERIAL IN BLENDER VERSION 4

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hello and welcome to blender bite size in this video I'll be showing you how to make this material procedurally in blender just a quick one to let you know that I have a brand new patreon page come and support this Channel and get your hands on dozens of procedural [Music] materials okay let's dig into this distressed copper material for those of you that are interested here's the scene set up I just have a plane with a bevel on it as a background three point lights pointing to the object they're in fact tracked to the object using the uh constraints and obviously the camera so that we can see what's going on so if I switch over to the shading tab I've got the camera view and also viewport shading enabled and of course as ever I'm using the Cycles Render engine and my Graphics processing units to do all the thinking so this is the scene and this is the finished material as it stands there's only a th samples happening here but you can still see there's a lot of detail going on so let me switch over to the tutorial setup and get rid of this preview so that we have a basic object I will click on new to set a new material now if you're um if you start a new material and there's nothing appearing here here move your cursor into this area and press a and the period key on your keypad and that should bring everything into Focus now this is the first in the new series of tutorials where I'm using the new principled bsdf node so we'll take a close look as that at that as we're working with it a basic options are up here and then we have a variety of other settings down the bottom that we'll look at first things first though we're going to grab a texture coordinate by pressing shift a searching and just typing in in texture coordinate and placing that over here now we're going to use the object output and with blender version 4 you can actually drag an output here and you'll see there's a plus symbol on the end if you just release your mouse key that will bring up the search bar automatically so you don't need to press shift a for that again we're going to need the noise texture here so we'll grab that and that automatically connects up we are also going to need a second one so press shift d while that's selected and move that up that's not going to be connected to the texture coordinate it's just going to be on its own uh from this top noise texture we're going to grab the color output and then go for a color ramp drop that in here and that will get connected up to the base color on the principled Shader already we've got some texture happening there we'll make a couple of changes here we're going to need a couple of extra um points along that line and we'll move them to around about let's say 0. five for that and let's say .8 for that one let me zoom in a bit closer so you can see better now for this first color we're going to use a hue of 05 saturation of9 9 35 and a value of one so we have kind of a bright terracotta almost we're going to move our cursor over that color bar and press contrl C to copy that color and we're going to select the end point and press contrl V to paste it and then for these other two the first one we're going to go 05 Hue 935 for the saturation and for the value 475 so that gives us a darker version of that and then for this other one we're going to go for 05 H 765 for the saturation and 08 for the value and you can see that's a very dark brown color and you can see what that's doing to the texture it's giving us light and dark patches now that's it for the color now because we're obviously dealing with a metal we're doing a distressed copper we need this metallic value to go up I'm going to put it up to 0.9 you can see that kind of gives us a shine but with some roughness now the roughness we're going to control through that noise texture the first one that we put on and we're going to plug that into a Musgrave texture so we're using one to distort the other we'll leave those two settings as they are we're actually going to bring this value into the scale as opposed to the vector going to put the detail up to 15 Dimension down to zero and leave the last setting at two and when I plug that into the roughness you should see that what you'll get is roughness plus all of this swirly nonsense going on there's a technical term for you swirly nonsense now that's not quite there yet because I do need to change the settings on this noise texture uh we're going to put the scale at two detail of 15 roughness 75 and the last two settings will leave as they are and you can see how that's roughened that out it's not so swirly whirly it's more like scuff marks now the factor from this we're going to take and plug into the normal on the principal Shader but we're also going to need a bump node to convert that information into the relevant format so the output from the factor from the noise texture needs to go into the height of the bump and we'll set the strength at 02 and leave the distance at one so it basically just gives that rough area uh like a pitting so if I just isolate the bump node you can see there's just some pitting and detail going on there now then the rest of the settings actually come through the principled Shader so we are going to start opening these for subsurface I'm going to change it to random walk skin although I'm leaving the weight at zero so there's probably Zero Effect of that the specular we're going to go for ggx with an i level of 0.5 uh the inotropic we're going to go for. 455 and the rotation .73 and this just basically changes how the light bounces off the object transmission we're leaving at zero because we don't need the object to light up coat we need a coat on top of this so 038 for the weight roughness 03 and I we're going to leave as it is these are all very subtle changes but they do make a difference overall uh and then for the Sheen and the tint I'm actually going to leave those out I think Sheen yeah we'll leave those as they are that should actually be a zero f value on the emission uh yeah so there we go actually I think that's it believe it or not so let's just isolate these so you make sure they know what so you make sure you know what they're doing so we've got the texture coordinate here which basically just figures out where to put this texture on the object this noise texture is created creting the roughness and the um detail that's being put through a Musgrave texture which gives you this kind of scuffed rough rough look and that's being used to control the roughness so you can see where the lights hit it only the parts that are not affected by this are shiny and that also this noise texture here not the musz grave texture is affecting the bump detail so the the raised areas and then finally this noise texture and this color ramp are controlling the color of the object now you could argue that you could pipe these through each other so that you get the noise in exactly the same place but I actually found that by doing this it gave a better result it's less uniform and more random which you would probably have with distress copper anyway let's quickly render that out and you will see how that looks just going to go to uh this Max bounces we're going to go for direct light and there was one other change that was it oh yeah just using tiling to render the sampling for the render we were at 1,24 I can probably get away with half of that in fact probably a quarter of that so 256 because I'm using D noising and if I go for point one here we should be all right and there you go there's a distressed copper look now it's quite heavily denoised so it's very smooth at the moment if you want more detail obviously increase your samples and reduce the threshold I'll quickly show you the where that is so you're decreasing this noise threshold so 05 would give you more detail and samples would give you more detail as well and there you go okay I hope you've enjoyed that one and find it useful if you did please remember to like And subscribe and join me next time as I redo all of the materials for blender version [Music] 4
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Channel: blenderbitesize
Views: 364
Rating: undefined out of 5
Keywords: blender3d, blender, blendercommunity, blenderrender, blenderart, blender3dart, blenderartist, blenderanimation, blenderevee, blendercycles, 3dblender, blender procedural material, procedural material blender, procedural material, procedural shader
Id: J8nrYEF4Jfw
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Length: 11min 19sec (679 seconds)
Published: Mon Feb 26 2024
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