Procedural Glass Material (Blender Tutorial)

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
in this blender tutorial I'll show you how to create this procedural glass material now you might be wondering why we're creating a procedural glass material when blender already has a glass Shader and also if you add the principled Shader you can open up the transmission turn the transmission weight up and then just turn the roughness down so using the glass Shader or the principled Shader are some other methods for creating glass but with this procedural glass Shader that I'll show you how to make in the video it has many more customizable settings and it also has some different surface and perfection like smudges and cracks and some other roughness values and so in this tutorial I'll show you how to create this predal glass material however if you'd like to just purchase this material to use in your projects then you can find the product links in the description but let's just go over this procedural glass material so we first have this material scale and this is used to scale all the textures and so you can't really see any textures right now cuz they're all turned off but this will control the size of the entire material then we have the glass I value so for most things you're probably just going to leave this how it is but if for some reason you want to change the I value you can then there's also the transparency so if you just want to make the glass much more transparent then you can just turn that down with the transparency and then of course there is just a base color to change the color of the glass but then there's also some cool surface imperfections so there's this smudges amount so if I turn this up it looks like there's some fingerprints and smudges on the glass so I could turn these smudges am out way up so you can see it much better and then then there's this smudges blending so if you want the smudges to be Blended over all the glass you can see you can just turn that up or you can just make it really small and the smudges are now in bigger clumps I like to turn the smudges blending to like a 0.1 or a point 2 and then of course this should be very subtle cuz it's a surface imperfection so if you just wanted to add like a little bit of fingerprints on some glass you could turn this to a very small number of maybe 02 or maybe like a point4 so then we also have the crack settings so first let's turn up the cracks bump strength so I can turn this up and now you can see it looks like the glass is all cracked or shattered and then you can also turn up the crack scale so just drag the crack scale and this will change the size of those cracks and then of course if you want to change the size of all the textures at once you can also drag this material scale and this will change the size of all the textures then we can also go to this warping here so first we have the warping bump strength so maybe I'll just turn this up to like a 2 or maybe that's even a little bit too strong so I'll turn it to like a 0.1 so if you want the glass to look like it's kind of warped maybe it's like a hand blown glass or some kind of other warped glass you could just turn that up and then also there is the warping scale of course so I could turn this down to maybe like a0 2 and now there's just a little bit of warping on the glass maybe turn up the bump strength you can see that a little bit better uh but that is how you can change the warping of the glass let's go down to the next one here so we have a few more roughness settings so this one here is a noise roughness so if I turn this away up you can see it's going to add roughness to the glass but it will have a noise texture so this again looks like maybe some surface imperfections or maybe it's like a Dusty glass and it has lots of dust on it you could just turn it down to a very small number maybe like a 3 or point4 so it just looks like a subtle surface imperfection and then there's also this glass roughness and this is simply one single roughness value so this is just going to make everything more rough or more reflective so if you just want one value to control that you can make the entire thing more rough or more shiny and then we have some coat settings so this is the clear coat so I can turn up the clear coat and this is going to add basically an extra layer of reflections over the glass and then I can turn up the coat roughness so I can turn this up and now you can see that it kind of looks like there's a tiny little bit of paint over the glass and it kind of adds that clear coat effect it almost looks like a car paint material because cars have that clear coat so that's another value that you can control to customize the glass the coat weight and the coat roughness and if you'd like to purchase this procedural material you can get that on my G store and my patreon page and also the blender market I'll have the links in the description and if you'd like to purchase all of my procedural materials then definitely check out my ultimate blender procedural material pack which comes with all of my procedural materials preset up for blender's asset browser with custom thumbnails sorted catalogs and customizable node groups you can also purchase my procedural material packs which are just packs of 10 materials and you can also purchase any of my materials individually on my G store and to learn how to create any of my procedur materials definitely check out my blender procedural material tutorial playlist here on YouTube the links are all in the description so before I create the procedural material I'll show you what I have set up in the 3D viewport if you want to set up the blend file the same way that I have so I went to the ad menu I went here to mesh and I added an icosphere and then right after you add the icosphere you can click right behind me on the little add icosphere settings here and I'll turn the subdivisions up to a five so it is smooth and round let's close these settings and I can use the object context menu and shade the object smooth and then I want to model this to a better size because in the real life scale and blender the default objects are a bit larger than an average human so I'll scale this object way down to like a0 2 so that's quite a bit of a better size I'll press CR a and I'll just apply the scale so this is the object's new default size then I'll go to the add menu and let's go here and add a cylinder because I want to make a cup we're just going to use a cup to preview the material on but of course you can add whatever object you want and I'll just scale this object down so it's about the same size as the other object let's just bring it over here and actually just kind of bring these both into the center let's go into edit mode of this object I'll go to the face select I can select the bottom face and I can bring it down and then scale it down a bit bring it down a bit farther maybe scale the entire thing down a bit I'll select the top face here and let's just delete the faces and then I can go back to object mode and I'll use the object context menu and just shade the object smooth now I want to give these objects a solidify modifier and that is pretty important for the glass to actually look realistic because any type of glass in the real world is going to have some amount of thickness but these objects don't actually have any thickness and so because we can see through them it'll be more realistic to add a solidify so let's go here to the modifiers I can add modifier we're going to search for the solidify modifier and then I can just turn this thickness value up I'll just turn it up a little bit more and I forgot to press CR a and apply the scale now the scale is applied you can see the solidify is much bigger so let's just turn the thickness way down to small number also this object here I'm going to go inside the object so I can kind of see the solidify let's click on ADD modifier and I can search for the solidify modifier and it might be easier to go into the wireframe view so I can actually see the solidify and then I can drag this thickness value on the solidify and I'll make it a very very small number all right let's go back to the cup here and I also want to add a bevel to the edges so let's go add modifier and I can search for the bevel modifier and then here on the segments I'll turn this up to like maybe four and I can also drag the amount down if I want to make it smaller and then lastly I want to go to the ad menu and I'm going to search for a subdivision surface modifier just to smooth it out and right here on the subdivision surface modifier I'll turn the viewport and render levels to one that's looking pretty good and I could even rotate this cup over kind of have it rotated something like that and then a few more things I did to the scene so I also added this plane here so you can go to the add menu you can add a plane and you can just kind of scale it up and place it behind the objects and I'm going to do that just that we have a dark background we'll be adding a dark material to this just because it makes it a little bit easier to see the glass then I also added a camera and then you can move your view to wherever you want the camera to be and you can press control alt numpad zero Control Alt numpad 0o will bring the camera to your view and then also if you press the zero on the numpad that'll go in and out of the camera view and if you select the camera by clicking right up here you can go to the object data properties of the camera and I turned the focal length up to 80 just to kind of Zoom it in because I think zooming in the focal length looks just a little bit nicer so now let's go over the lighting and the render engine so right over here on the render properties I am using the Cycles rendering engine because I am going for realism and I found that this material really does work best for Cycles it doesn't work too great in Eevee if you are wanting to learn how to create a really nice glass Shader for Eevee then I do have a tutorial on how to create an Eevee glass Shader you can check out that video with the link in the description so then for the lighting of the scene hold down the Z button and move my mouse up into the rendered view so I also added this area light right here so if you go to the add menu you can go to light and add an areal light and you can just rotate the areal light and kind of point it up here and so I have it kind of on the front coming down to the side and so that'll give some nice Reflections for the glass objects and I also turn this power up here to about an 80 and then also to get some nice realistic lighting and Reflections in the 3D scene you can go here to the world properties and I added in this skylet garage one K HD so this is a free hdri from poly haven.com I'll have the links in the description if you'd like to download it and on poly haven.com I chose the 1K version and the HDR version when I downloaded it so then once you download the hdri you can click on the yellow dot here next to color and you can choose environment texture and then you can click on the open button and open up the hdri and then here on the strength I turn this up to a two because I wanted the HD to be a bit brighter and then also if you want to make the background transparent you can go here to the render properties and you can open up the film Tab and you can just check mark the transparent button so you can't see the hdri in the background and then another thing you can do is you can open up the color management settings and on The View transform I'm going to be using filmic and I'll be using the look of very high contrast just to pop out the colors and make things more contrasty and saturated so let's go into the camera view and we'll go over here to the shading workspace and I'll hold down the Z button and move my mouse up into the rendered View and go into the camera view and I first just want to add a very basic material to the background here so I'll click on new to add a new material and I'll just rename this to background and then over here on the principled Shader I'm just going to make this color here a very dark gray so that'll just give kind of a nice background and it'll make it a little bit easier to see the glass objects and then I will also be using the node Wrangler add-on to preview the different nodes so if you don't have the node Wrangler enabled you can click on edit and you can go here to the preferences and then over here on the add-ons tab you can go to the search and you can search for node Wrangler and you can just enable the node Wrangler add-on so it's built into blender and I will show you how to use it in the video so let's select the object here we'll click on new and you can just call it whatever you want I'll just call it glass and then also you want to click here and you can drag and drop the same material onto this object or just choose the glass material so we are going to be using the principal Shader but before we actually make it look like glass I'm going to be adding in the other textures and plugging them into the principal Shader so let's first create the smudges of the glass so I'll go to the ad menu and I will search for the voro texture let's drop it here and then to use the feature of the node Wrangler you can hold down the control and shift key and then select different nodes and that's going to preview the node on the object and then also with the voro texture selected I'll press contrl T that's going to add the texture coordinate and mapping nodes and I want to use the object coordinates so I'll put the object into the vector and the object coordinates are going to place the textures on the objects more evenly also this node setup is going to get pretty large so I do want to keep my nodes very organized so I'm going to click and drag to box select these two nodes here I'll press control J to join them together into a frame and if you select the frame you can press f2 to add a label and I'm going to rename this to mapping so we'll drag the mapping down here all right so let's change some of the settings of the voro so here on the F1 I'll change it to smooth F1 so that the edges are smooth and then I can turn up the scale to like an 18 I also want to make it very detailed so I'll turn the detail up to the max Max of 15 and that's what I'll do for now now I do want to make it more contrasty cuz it's kind of hard to see so I'll go to the ad menu and I'm going to search for a color amp and we'll put the color amp after the voro texture and then I actually want to switch these two values of the color ramp so I'll drag the white tab to about here and then the black tab I'll drag kind of to about there now to make these smudges look more subtle and to make them look more like fingerprints I want to distort them by a noise texture so I'll go to the ad menu and I'm going to search for a noise text texture and we're going to drop the noise texture here between the mapping and the voro let's change some of the noise texture settings Sol from the scale of 15 so it's smaller let's also turn the detail up to the max of 15 and it'll turn the roughness all the way up to one so now you can see it's very detailed but I want to be able to control how strong the noise texture is affecting the voro so I'll go to the ad menu and I'm going to search for the mix color node and we'll put this in between the two textures and then I'll unplug this color here and I want this factor of the noise texture to be going into color B then this mapping here what I'm going to do is hold down the shift key and right click and drag over this wire and let go and that's going to add a reroute so I'll now drag the reroute into color a so the reroute is basically just extending the node which is behind it and it can just be used to organize the nodes better so now here on this mix type I want to change this to the linear light so now I can drag this Factor value and if I turn to zero it's only using the mapping so it's not using the noise but then as I turn up the factor it's going to use more and more the noise texture so I'm going to turn the factor to just like a 0.1 so now you can see it looks like these nice little smudges and it kind of looks like some surface imperfections or maybe some dried water droplets or fingerprints so now let's click and drag and box select all of these nodes here I'll press contrl J to join them together into a frame and I'll select the frame and press f2 to add a label and I'm going to rename this to smudges so I'm just going to show you what the smudges are going to be doing so we can put the color here into the roughness and then I can control shift and select the principled Shader and this base color here let's turn this way down just so you can kind of see what it's doing of course we'll be turning this into a glass Shader later but I want to actually show you why we're creating this so this color amp here and the rest of these textures these black and white values are going to determine if the glass is more rough or more shiny because it is going into the roughness so if I control shift and select a principal Shader let me just now navigate around here you can see where the smudges are they look more rough and so that's what we're going to be using to create the smudges or the surface imperfections on the glass so I now want to create Some Noise roughness so we're going to be creating a separate group of textures so I'll go to the ad menu and I'm going to search for the noise texture let's drop it down here and I can control shift and select the noise texture to preview it and let's take this mapping here we'll pet that into the vector because again we want to use the object coordinates and then we can change the noise texture settings so I'm going to turn this scale up to like a30 and I'll turn the detail to the max of 15 and the roughness I'll turn this up to like A8 so now I want to make this more contrasty so I'll go to the ad menu and I'm going to search for a color amp and we'll put the color amp here after the noise texture and I can drag the black tab over just to make it more contrasty and I'll leave the white tab where it is now I want to be able to control the visibility of this later in the custom node group so what I'm going to do is go to the ad menu and I'm going to search for the mix color we're going to use the mix color to basically make a slider to be able to see the noise or not see the noise at all so we'll drop the mix right here and then I want the color amp color to be going into color B then color a this is going to be fully black so now if I drag the factor if I turn it up to one it's using Color b or if I drag it down it's using Color a so we're going to use this later in the custom node group so if it's turned up to one you'll be able to see the smudges or if it's turn down the smudges will be invisible or that noise will be invisible so for now I'm going to turn it down to zero so that you can't see it now also later on in the custom node group I want one value which will just control the overall roughness and it's not going to be using a texture so to do this I can go to the ad menu and I can search for the brightness and contrast and let's stick this right here so the brightness value this will just make it lighter or darker so if it's black it'll be super shiny if I put the color here into the roughness and control shift and select the principal Shader you can see it's now fully rough but then as I turn the brightness up the entire thing is going to be more rough and it will have an even roughness so we'll be using this later in the custom node group to control the roughness so let's box select these nodes here I'll press contrl J to join them together into a frame and I'll press f2 to add a label and I can just call this noise roughness so again just to show you what this is doing if you have the brightness and contrast going into the roughness now if I drag this Factor up you can see as I turn the factor up more and more you can actually see that noise there in the reflections so that's what we'll be using later in the custom node group all right so let's now create the crack texture so I'll go to the ad menu and I'll search for a voro texture let's drop this here I can control shift and select the voro to preview it and again let's plug the mapping Vector into the vector of the voro now I want to be able to control all the cracks at once and we're going to be having a few different textures so I'll go to the ad menu and I'm going to search for another mapping node so search for a mapping we're going to put this mapping after the first one but before the voro so just stick it right there and then let's change some of the voro texture settings so I'm going to click on this right here and I'll change it to distance to Edge and this will give us the cracks let's then change the settings so I'll turn the scale to 15 also the detail here I'll turn to the max of 15 and the roughness I'll turn up a little bit to like A52 and this Lac inity I'm going to turn this up a little bit to just like a three so I want to have two different voro textures so I'll press control shift d to duplicate the nodes but keep the wire plugged up let me just just control shift and select this foro texture and then I can change the settings of this one so for this one I'm going to leave all the settings how they are except I want to turn the scale to a 30 so change it to a 30 so then we're going to be mixing both of these together to add more cracks so I'll go to the add menu and to mix them together we're going to add a mix color so we can mix multiple colors together so let's drop the mix here and then I want to put this one into color a and the bottom one we're going to put that into color B and I can control shift and select the mix to preview it so then let's take the mix here we're going to change it to darken so it'll just add the dark values and I can turn the factor all the way up to one so now you can see we're just mixing the large cracks and the small cracks together now I want to make this much more light and more contrasty so I'll go to the ad menu and I'm going to search for a color ramp we'll put the color ramp here after the darken and then if I just drag the white tab way over I can make it very very contrasty and I'll drag it way over to about there so that the cracks are much smaller now I want to make these cracks look more random and so I'm going to be distorting them with a noise texture so I'll go to the ad menu and I'm going to search for a noise texture I we'll drop the noise texture right here drag this over and I want to plug this color here for now I'm just going to plug that into the vector this one so that the noise texture color is going into both the VOR noise so you can see now it's distorted and let's change some of the noise texture settings so I'll turn the scale to a 20 also turn the detail up to the max of 15 and it'll turn this roughness up to like .6 so there's more roughness now the noise texture is distorting it way too much and so I want to make it more subtle so I'll go to the ad menu and I'm going to search for the mix color let's just drop this up here and the mix type here I want to change this to the linear light so let's drag these nodes back and for now I'm just going to unplug these V noise here from the noise so I want to take the noise texture color and I'm going to put that into color B and then this mapping Vector this can go into color a so this way we're mixing between the mapping which isn't distorted and the noise which is distorted so then this linear light result can go into both of these vectors so that it will actually control that and distort it so now I can drag this Factor around and if I turn the factor to zero it's not distorted at all and then as I turn the factor up it's going to be more and more distorted so I'll turn the factor to like a 01 so now if I zoom in there you can see there's just a little bit of noise over those cracks and that looks a bit better so I'll box select all of these nodes here I'll press control J to join that together into a frame and I'll press f2 to add a label and I'll just rename this to cracks now I want to put these cracks into the bump so what we're going to do is go to the ad menu and we're going to search for the bump node and let's drop this here we're actually going to stick here after this color ramp and then let's maybe drag the mapping back and drag the cracks back so we have a bit more space here so then to convert the color data into bump data the color needs to be going into the height via the bump and then the bump normal that can go into the normal of the principled Shader and I can control shift and select the principled Shader to preview it so you can see now it's adding those cracks and I do want to make the cracks much more thin so if I go here to this color ramp it is going to be very subtle so let me just drag this out here and drag the color ramp out so if I zoom way in now you can see just by dragging it a little bit because it's so small now it's very contrasty so I'm going to drag this way down so that those cracks are very thin you can make them even thinner if you want but I think something like that is pretty good all right and then also this bump strength here this will be used to change the strength the cracks for now I'm going to turn the strength to zero because we'll be adding it into the custom node group and then we can just add the cracks if we want to and then the last group of textures that I want to create is the warping so I'll go to the ad menu and I'm just going to search for a noise texture and then let's take the mapping Vector here and I can plug that into the noise texture Vector let's also hold down the shift key and then I can right click and drag over this wire and let go and that's going to add a reroute and I'll drag the reroute back here just to keep my nodes more organized so the wires aren't overlapping and then we can control shift and select the noise texture to preview it and let's change a few of the settings so this scale I'm just going to turn this to like a 10 but then I will leave the other settings how they are so I want to also add a bump node so I'll go to the ad menu we're going to search for a bump node to convert the noise texture into bump data so we'll drop the bump node here and we want the factor to going under the height value of the bump so let's drag the bump right here we can drag that over let's also bulk select all of these and I'll press contrl J contrl J will join together into a frame and maybe I'll make it a little bit smaller smaller something like that but I don't want the wires to be overlapping so I just want to make it look a bit nicer and I'll select the frame and press f2 and I'll rename it to warping so now I can take this bump normal here and I'm going to put it into the normal of this bump and that way we can mix multiple bump Maps together so I can control shift and select the principal Shader so you can see what it's doing and this bump node way down here on the warping probably turning it to just like a 0.1 or a0 2 will work well but I'm actually going to turn it to zero so that we can just add it if we want it in the glass so now we can actually make this material look like glass so we'll go back to the principal Shader and this base color here I want to turn this all the way up to one and then let's open up the transmission and we'll turn the weight of the transmission all the way up to one so now it looks like glass now I want to mix in the smudges so that we can control the smudges if we want to so I'll go to the ad menu and I'm going to search for the mix color and we'll drop the mix color here after the brightness and contrast so stick it there and then the SMUD is and this is going to go into color B and then the brightness and contrast that's going to go into color a so then we can take this mix type here and I want to change it to add because we just want to add the values so if I turn the factor down to zero you can see they're gone but then as I turn the factor up it's going to add those smudges so if I control shift and select the ad so you can actually see what it's doing we can turn this up and down just to add it so we're just adding the smudges here which are on the top however we can still add this noise roughness by turning this up so if we wanted to add both of them now I can control shift and select them and you can see it has both of those values so the noise roughness and then also the smudges so that's how you can control each one of those all right so we can now join it together into a custom node group so let's click and drag to box select all these nodes I'll press contrl G to join it together into a node group and you can hit the Tab Key to go in and out of the node group so I'll drag the node group right back over here we'll drag the material output over here as well let's just make this a bit bigger and I can just rename it to glass or whatever you want to call it procedural glass or whatever you want to call it let's go back into the node group and I'll hit the nend key to open the side panel and I'm going to go here to the group Tab and then go to the interface and I'm going to double click on this to rename it and I'll rename it to Shader because I like that a bit better so now let's add all the custom values so I first want to be able to control all the textures at once so because this mapping node is plugged up to all the textures we'll use this scale so we'll put the scale into the extra socket here I click on the scale double click on it to rename it and I'll just call it material scale because it's controlling the entire material and then you can see that it's three values right now because the X Y and Z but I just want to make it one single value so let's click on the type here and I'm going to change it to float so it is one value and the default value I'll turn to one then I can go outside of the node group and I'll turn this material scale back to one which is the default all right let's go back into the node group now I'm going to take the group input and I'm going to drag it way over here here over to the principal Shader and I want to control the I so I'll put the I into the extra socket I can double click on this to rename it and I'll rename it to Glass I and then I also want to control the transparency so this Alpha will put that into the extra socket and I can rename this to transparency and then I also want to control the base color so I'll put the base color here into the extra socket and I'll just leave it called to base color and then I want to control the amount of smudges so this Factor value will turn up the smudges so I'll put the factor into the extra socket here and I'll rename it to smudges amount then let's take the group input and I'll drag it right back over here and this smudges linear light this is going to control the blending of the smudges so real quick if I go outside of the node group and turn the smudges amount up to one and go inside the node group we can now drag this up and you can see that's going to blend it so we'll take the factor and put that into the extra socket and I can rename this to smudges blending all right so I'll go back out of the node group and for now I'll just turn these smudges about back to zero we'll go back into the node group now I also want to be able to control the cracks so I'll just drag the node group way down here and I first want to control the crack scale and this mapping here is plugged up to all the textures so I'll put the scale into the extra socket there and then I can double click on this and I'll rename it to crack scale and then again we need to click on the type here and change it to float so it is one single value on the default value we'll turn that to one we'll hit tab to go out of the node group and the crack scale turn that to one and then I can go back into the node group and I also want to be able will control the bump strength so we'll take the bump from the cracks and we'll put that into the extra socket double click on this to rename it and I'll rename it to cracks bump string then I want to be able to control the warping scale so we'll take the noise texture scale put that into the extra socket double click on it and we'll rename it to warping scale and then also I want to be able to control the warping bump strength so we'll put the strength into the extra socket double click on this to rename it and I'll rename it to warping bump strength then I want to be able to control the noise roughness so if I drag the group input right back up here to the roughness we have this value here this factor and I can turn this up and that'll add the noise roughness so put the factor into the extra socket here I can double click on it and rename it to noise roughness then I want to be able to control the glass overall roughness so not a texture but just the overall roughness of the glass so this brightness and contrast will make it brighter or darker so we'll plug the brightness into the extra soft there and I'll rename it to Glass roughness now if I go outside the node group and if I drag the glass roughness you can see it's very very sensitive just by turning it up to a one or a two it's already really rough so I'll go back into the node group and to make it more subtle let's go here to the brightness and contrast I'll go to the ad menu and I'm going to add a math node so we'll put the math node here right before the brightness and then you can drag this over just so there's a bit more space and on the ad here I'm going to change the type to divide then this value here I can turn this way up to like a 40 or you can make it whatever value you want if you turn the value up more it's going to be more subtle when you're changing the value so now if I go outside of the node group you can see this glass roughness here if I drag it it's going to be much more subtle so to make it really rough I have to turn it all the way up to like a 20 instead of just turning it up to like a one or a two so that's a nice way to make the value more subtle so it's easier to drag and control let's go back into the node group so then the last values I want to control are the coat or the clear coat so let's click on the group input let me just drag it right over here and I'll zoom in and we are going to open up this coat here so we have this coat weight here and then also we have the coat roughness so we'll turn these down to zero for now so I'll put the coat weight into the extra socket and the coat roughness put that into the extra socket all right I'll hit the end key to close the side panel let's click on the group input let me just drag it back here I just want to drag it to the end and I'll hit the Tab Key to go out side of the node group and let me just make this bigger and we can now review the finished glass material so we have the material scale when you can see the textures we also have the I value if for some reason you want to change that and then just the transparency if you want to make the glass really transparent we also have the base color of the glass but I'll just leave it to White we also have the smudges amount and then the smudges blending so that's pretty cool I'll turn that down we also have the cracks bump strength so I can turn this up and now you can see it looks like the glass glass is cracked or shattered and you can also change the scale of that then we have the warping so you can just turn that up a little bit and you can see the glass now looks like it's kind of warped and then there is the warping scale then there is this cool noise roughness so this makes roughness but it has a noise pattern and then this is just the glass roughness so it makes the entire thing more glass so if you wanted to make it look like a frosted glass so it is more rough and you can't see through it you could turn that up I'll turn it back to zero and then we have the coat weight which is going to add an extra layer kind of like an extra layer of shininess and then you have the coat weight roughness but I will turn these back to zero so I hope you enjoyed the tutorial and thank you for watching and if you'd like to purchase this finished procedural material you can get that with the links in the description you can also purchase all of my materials by checking out my ultimate blender procedural material pack and you can also get all of my materials individually on my gun rot store and to learn how to create any of my procedural materials definitely check out my blender procedural material tutorial playlist again the links are all in the description but I hope you found this helpful and thanks for watching
Info
Channel: Ryan King Art
Views: 20,820
Rating: undefined out of 5
Keywords: Ryan King Art, Blender Tutorial, Blender, Ryan King, Tutorial, glass, procedural, material, shader, blender, prcedural glass, glass material, glass tutorial, blender glass, surface imperfections, smudges, fingerprints, glass shader, cracked glass
Id: 4bBCZwkp8ww
Channel Id: undefined
Length: 31min 5sec (1865 seconds)
Published: Thu Mar 28 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.