Making materials realistic in Blender

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when you download the texture and you're putting this on a mesh it can sometimes looks a little bit boring so when we look at old paintings and we see all kind of details like cracks ornaments mixing plaster but also the dark areas and the white areas it's so well blend together and when you look at these reference photos I took we can see these details everywhere so I thought why not making a tutorial so when blending material you can create any kind of effect you want and it makes your structure very unique so for this tutorial I was blending two materials a brick material and a plaster and he also created some extra maps to create this Shader effects I'm using the materials from poly Haven so I'm using this Castle brick 07 and I'm also using the great plaster o02 and when blending these you can create any kind of brick effect you want so let's get started start I'm opening blender and we starting with a plane I'm sizing this by a value of two and removing the lamp we're switching to the Cycles Render engine and we go to the shading Tab and we making the viewport a little bit bigger by moving these screens together then we start building the material and just give a name I'm calling this brick plant all right so making the Shader tab a little bit bigger and we start building the textures I'm starting with the brick texture and I'm applying this in the base color so we can see the texture so um I like to make this a little bit bigger so I'm using a texture coordinates and a mapping note and using a scale of 1.5 it's just a little bit bigger so I'm using a roughness map uh adding this in the principal Shader don't forget to switch to non-colored data because that gives you the right color effect so that needs to be done for the normal map and the roughness map and we're putting the map uh mapping note inside of the roughness and a normal map all right we continue with adding a displacement texture uh you need a displacement Noe to get the effect working don't forget to switch the normal no uh node map to displacement to get it working I'm switching the feature set from support to experimental and also displacement to displacement only then we adding the modifier um and click on adaptive subdivision and switch to simple otherwise you're not getting this Square effect all right so we making a quick render and we can see it's a little bit dark so we go to the world setting and we're adding a sky texture the Nisha Sky system and that adds a very bright sunlight so before we continue i' like to change the film exposure to 0.1 and we enable transparent so we get a clear view of our texture well that already looks good all right we continue and we start with blending the seams texture this is an extra texture that I added in this tutorial so if you want it you need to download this from the description all right we continue we adding a mix note and we combining these two together you adding the output from the mix note in the base color and as you can see when we start rendering it's a little bit bright and that's because the alpha value is not working yet so we're duplicating the mix note again and we're going to blend a bit more so we're putting the alpha in the factor and we also putting the output from the brick texture into the other mix note so we're now adding a noise texture and also a texture coordinates note using the UV input uh into the vector and we also need a color ramp to uh get the right effect of the noise so when rendering we can see the noise applying but not really the effect we're looking for so I have to switch the A and B output to get the seems working so I'm now using the color ramp and the values on the noise texture to get a sort of nice uh noisy effect for the seams if you think the seams are too bright you can add a UI and saturation note to dark them a little bit all right so from this point we can continue and I'd like to start working on the plaster texture so for this I'm using a different principled Shader note and I'm importing all the texture Maps pretty straightforward uh that's why speeding up this video we're adding a mix Shader note and we combining these two together and you can see they're now totally Blended together I'm also blending the two displacement maps from the brake and the plaster um they're both using different values later so I like to use them separated using a simple color mix note and that is pretty okay so still not a effect we're looking for that's why we need a color attribute note uh we're importing this in the Shader and we have to click on the name it's plaster flat you're putting this in the factor and when you apply you only see the brick texture working so we can now switch to the verx paint Tab and start painting the plaster so it looks okay but it's still not the effect I'm looking for because it's not blending with the bricks therefore we need the heat value of the displacement map from the bricks so I'm building a not tree to get this working so to have a good blending of the Blaster and the brick I'm building this note setup from substracts and divine notes and when you're combining these together and you're also adding an add mix note uh you're able to subtract the heat value from the texture Maps so I'm making a group note so it's way easier to um input all the values in one note adding a blend Heat fall off fall off value and then we're bringing this back into one note so we can start adding all the Mac so the color attribute goes into the blend I'm using the heat texture map from the brick texture and that goes straight into the heat value then we can use the fallof value to blend them together um using also a color ramp to have more control on the blending effect and we putting the output from the color amp into the mix Shader and the color mix for the displacement and when we start sliding these textures and we also use the fallof you can see that the effect is already working in the material view that will be different when we render because we have to fine-tune the heat value for both displacement Maps so we start with the gray plaster displacement using a mid-level for zero to start with um and a lower displacement value also tweaking the uh Castle brick displacement a little bit but now if we lower the fall off we can see see that these two are blending perfectly together and keep in mind you have fully control on how these blend so after fixing this plaster I like to add another plaster layer calling this plaster bump I'm duplicating the principal Shader for the plaster and adding some extra notes an extra mix Shader and color Shader for the displacement we combining these nothing really special I'm also duplicating the color attribute and um the math note we created uh for the heat blending uh we're combining all of this together in fact nothing will change because the values are still the same so if we make a new vertx paint uh for this effect it will be exactly a copy so the difference will be when we change the values so I'm starting to increase them a little bit and changing the color ramp and you can see the pler is now popping up from the bricks so we have a layer that is blending and another one that is like on top of the brick and when you look at reference photos you can always see these type sort of working together and that's is why it is so powerful to using the boat on a texture map all right so this is for the plaster I also like to focus a little bit more on the bricks so when looking at the reference we could see a little bit of dark and uh orange and white areas and that effect is what I like to add right now so focusing on the Shaded setup I'm making some space so I can add an extra texture map I'm duplicating a texture and I replace it with a diffuse dark so it's the same brick but I made it a little bit more dark in Photoshop adding a mix note with combining these and also adding an extra color attribute so when we mixing these all together I also want an extra displacement layer for the dark brick so we make this a copy so don't forget to import your texture coordinates in your texture map I'm changing the displacement values a little bit exing another mix note and we're combining the displacement map and we have to do the same thing for the color map uh it goes right there and now we can uh when we switch to the verx paint mode we can paint a layer of dark bricks on our map and look at that that looks so cool and when we go to the rendom view you can see it's also displacing but it's a little bit more intense so I like to add one extra texture and that is the orange brick and the orange brick can blending uh between all the other bricks um and we're mixing these adding an extra mix note combining these with a different color attribute uh same for the displacement I'm using a pretty high value for the orange bricks so it's a more rough brick um combining this with a mix note and now we can paint it on the map so we go to the verx paint map and paint it so it's between some areas um it's up to you how you blend this um I'm increasing the levels view Port so the displacement is a bit more uh visible on the map and that's pretty much it and from this point um yeah you can fine-tune everything I'm using this UE acceleration value note to uh change the the look of the orange brick so maybe you want to have it a bit more darker or brighter you have full control in this setup and the same for the intensity of the displacement you can make this uh popping out this is a little bit extreme but you can also move this a bit more inwards um so we have this different effect and as you can see um it's coming all together pretty nice all right so um that's pretty much it for this tutorial I hope you liked it uh it's different approach than you may be used to but it's very effective when doing architecture visualizations uh sometimes you can find your texture uh and this way uh you can make your own one all right thanks for watching and hope to see you in a new video bye-bye
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Channel: CG Masterclass
Views: 6,293
Rating: undefined out of 5
Keywords: Blender, tutorial, cycles, 3D, interior, training, free, materials, polyhaven
Id: eimKJnbj5BE
Channel Id: undefined
Length: 11min 19sec (679 seconds)
Published: Tue Jan 16 2024
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