CREATE A PROCEDURAL BURGER MEAT MATERIAL IN BLENDER

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foreign bite size in this video I'll be showing you how to make this material procedurally in blender feeling lazy you can support this Channel and skip the hard work by grabbing the blend file for this material from gumroad for just a pound feeling flush feel free to throw some of that coin my way using the coffee Link in the description below the video okay let's make a start on this burger material so all of the um bump and the texture and everything else we're going to create procedurally so what I'm actually using is the base is a straightforward cylinder so from the mesh menu cylinder then just adjust it so that you've got quite a lot of topography and then bevel The Edge a bit that's all you really need to do to that cylinder for the rest of it I've just got the basic background with a light pointing at it then three lights focusing on the object itself and then the camera so let's switch over to the shading view we've got viewport shading enabled and of course I'm using cycles and GPU for the render low samples count as well of two five six I'm going to disable denoising as well because actually some of the noise really adds to the texture so let's make a start uh now I've already applied a printable Shader to this and plugged it into the material Outlet output sorry um we've got a fair bit add so the first thing that I'm going to do is add a noise texture so shift a search for the noise texture and add that and plug that directly into the base color got a little bit going on already but there's lots to do yet next up we're going to add a color ramp in between that and the principled Shader and we are also going to add a mapping node and a texture coordinate to the noise texture if you haven't got node Wrangler add-on enabled you can search for them individually alternatively press Ctrl T while you've got the noise texture enabled and we are going to change the output from the texture coordinate to object and you can see that disperses it nicely over the surface of the object now for the color ramp we are going to flip that color ramp and then we're going to bring the black value in to around 0.53 and the white value we are going to put at let's say point [Music] 0.35 and that gives us this nice mottled look next up duplicate the noise texture and the color ramp plug the vector from the mapping node into the vector of the noise texture or the second noise texture sorry we are then going to mix these so you can either add a mix node and mix RGB or again if you've got the node Wrangler enabled node Wrangler add-on enabled press Ctrl shift on your keyboard right click on one of the color ramps and drag it up to the other and we're going to set this to add we're going to bring those colors maybe one stop so 0.63 on the black and 0.25 on the white so now you can see we've got this sort of Darker intense areas and then the grayer lighter areas that this one is generating but what I'm going to do is use this top one as the factor then I'm going to bring this one into color one slot and here I'm going to use a particular color and it's going to be this darkish brown so the values for that are Hue of 0.02 saturation 0.975 and value of 0.044 or hex value 3b1204 okay Next Step we're going to duplicate those two the bottom two from the noise texture and the color ramp and I'm going to mix these bottom two together make sure to plug the vector into the vector and then for this mix node we're going to choose screen and in this particular color ramp we're going to add the colors that we want to use so I'm going to flip that back bring the black and white value out and add another one so for this I'm going to use a brownish value 3b1204 actually no not I'm going to use that here for the middle value I made a bit of a whoopsie for that first value we are going to use the hex value 350 d06 so it's called a dark brown for the middle value X go to 552 c 2 0. and then for the final value hex code of 9 d765e and we're going to bring that brownish value into 0.15 and the lighter one to 0.85 and this one should be 0.5 right in the middle now for these I'm going to use this color ramp as the factor and then for color one we're going to go to pure black so just drag it all the way down so now we've got the Browns and blacks going on looks fairly straightforward so far don't worry we'll absolutely create a mess very shortly okay we're going to duplicate the texture again making sure to plug the vector in and then on this bottom color ramp we are going to reset the color ramp add a third color flip it and change this middle value to point zero one so very dark gray and move the white value to position point two now we need to plug that in somewhere so where we're actually going to use this value to control the roughness so just plugging it in there we're going to duplicate this color ramp and Chuck it in the middle now we've got to change the values on the scale and the details shortly but we're going to do that via math nodes so hang fire with me for a minute or two next up duplicate the noise texture yet again plug the vector in and this time take the factor and plug it directly into the normal value of the principled Shader then search for and apply a bump node in between those and set the strength to 0.75 and leave the distance at one but make sure that input is going into the height okay so that's giving us a nice range of texture and roughness which I think is working quite well it's basically the roughness is the grease settling in the little pits of that so let's add a bit more texture with some displacement and that would obviously go into the material output here for that we are going to need yet another noise texture plug the vector in this time I will set these values Here and Now so we're going to go for a scale of minus six detail of 2.5 roughness of 0.65 and is Distortion of zero let's plug that into the displacement now and that creates an absolute mess so just like the bump node we have to convert the output from the noise texture into displacement information for the material output so for that we're using the displacement node much better now the height is what we need for the input the mid level we're going to set is zero the and the scale .05 Now to control that a bit more we are going to use a color ramp that goes in between the two and we're basically going to bring the white value over a bit and you can see what happens to the Burger it sort of inflates a bit so bring that white value to let's say 0.7 okay we're getting there a bit more to do now with these noise textures to get them to do what we want to do and we've got something else to add here as well okay so for the subsurface we're going to go with .01 and we need a color to go into there so I'm going to get an RGB node although to be honest I could have just controlled it with this plug this into the subsurface color and then set the saturation at 0.75 and the value at .005 oops so it's a nice dark red which is giving us nice deep tones in there now while I'm over here and I can see it on this printable shade of the specular value decrease to 0.025 and what that's doing is taking away the overall shininess and leaving us with those sort of greasy pools that sounds disgusting doesn't it increase your specular tint to 0.5 as well okay right so let's get some uh scaling going on over here now this is going to get a little bit confusing unless we're very careful so we're going to need two value nodes the first value node we're going to use as the texture scale so by adding the label it changes over here so we can always remember what it is when we come back to that and we're going to set that at five for the second one we're going to go for texture detail as the name I'm going to set that at 2.5 now we are going to need four math nodes so let's get one and then just duplicate it four times now the texture scale we're gonna plug into the top one and then the bottom two and it's the top slot in each one and then texture detail we're going to take into this second one down the value that we want to add here is 2. but it's not actually add it's multiply and then again we need multiply on the second math node with the value of two we need another multiply on this third one with the value of three then we need a subtract value with a value of three right now anything that gets plugged in from the scale needs to go into scale on one of these noise textures but we've also got some that are going going to go in as they are so for the top noise texture we're going to take the scale value straight into the noise texture node for the second noise texture down we're going to take this for the third noise texture we're going to take this third math node oops and then this final one the subtract is going to go into this bottom one now then let me just make sure we're right one two three four five yep let's move that one over there so it doesn't confuse Us in fact let's move it out the way I beg your pardon I made a bit of a boob the third math node needs to go into the scale of two noise textures and then this last one the subtract goes into the scale of the fifth noise texture down so it's looking good so far isn't it we've also got to deal with the texture detail so the texture detail that gets plugged into the math node here this multiply that is going to go get plugged into the detail slot of the second noise texture down and then the detail on every single other one is going to be drawn straight from that value node told you it'd be a bit of a Mess by the end of it now did you follow that it is a bit of a mess I'm afraid now you could have grouped these and done an input value for it but to be honest who's who's going to see this anyway that is pretty much us done so let's render this out and take a look now it's not bad but I have noticed a couple of times when I've done this the subsurface seems to be picking up the geometry of the shape so if we pop back and let's just adjust that to .005 still picking it up a little bit let's see if that change makes a difference okay there we go it's kind of helped I can still make it out just a little bit on this screen just because it's so freaking huge um I've designed this burger at a meter and a half obviously if you're using a smaller one you'll need to adjust the scale and everything to match but once you start looking at it further away or whatever really doesn't make a difference so I hope you have enjoyed that and haven't got lost with all those nodes if you have do feel free to go back and watch it over it is a little bit complicated but once you get it right just those two values to adjust and you should be good to go please remember to give the video a thumbs up before you head off and of course subscribe for future content in the meantime thanks for watching [Music]
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Channel: blenderbitesize
Views: 1,766
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, burger meat, burger, food
Id: bw02wnO-vY0
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Length: 20min 24sec (1224 seconds)
Published: Wed Apr 19 2023
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