Procedural Green Camo Fabric Material (Blender Tutorial)

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in this blender tutorial I'll show you how to create this procedural green camo fabric material and after we create the procedural material I'll show you how to join together into this custom node group so we have the overall scale here so you can change the size of the entire material on your object and then we have four different colors for the camo so if you want to make it more like a brown camo you could do that or you could make it kind of like a light brown for like a desert camo or more of like a green color so there's four different colors to change the colors of the material then we also have the fabric weave scale so if I zoom in really close to the material you can see there is some bump there of the fabric weaves you can change the scale there then we also have the fabric noise scale which is just a little bit of noise over the surface to make it look kind of fuzzy and then we have the fabric noise scale so if you kind of look here on this object there is actually a little bit of fabric noise just to make the fabric look like it's a little bit bumpy and a little bit folded then we also have the sheen value here and this will help to make it look more like fabric so you can kind of see the shading there on the edges it just looks a little bit brighter when the sheen is turned up and then there's also the sheen tint and I have this set to kind of like a grayish greenish color and then we have the bump strength so we have the weave bump strength and then we just also have the noise bump strength and then we also have the folds bump string and if you'd like to purchase this procedural material and help support the channel you can get that on my gumroad store and my patreon page the links are 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 asset browser with custom thumbnails sorted catalogs and customizable node groups and you can also purchase my procedural material packs which are just packs of 10 procedural materials and you can get any of my materials individually on my G store and to learn how to create any of my procedural materials you can check out my blender procedural material tutorial playlist the links are all in the description so I'll now 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 wanted to preview this material on a sphere so I went to the ad menu and I added an ecosphere and right behind me on the adosphere settings I turn the subdivisions up to six so it is nice and smooth and round and I'll use the object context menu and shade it smooth then I'm going to scale this object down by 0 2 so it's a better size when modeling to the real life scale and blender and I'll press CR a and just apply the scale so that's the object's new default size and just move this over now I'm also going to go to the ad menu I'm going to add a UV sphere and I'll scale the sphere down and move it over here I'll actually move it a little bit F farther away and I'm going to be creating a simple cloth physics so that we actually can preview this on a cloth object let's also shade this object smooth I'm also going to go to the add menu we're going to add a plane and let's move the plane above the sphere and we'll scale it down a little bit something like that and then apply the scale we'll go into edit mode and I'm going to use the object context menu and click on subdivide you can also press CR e and then you can click on subdivide now after you subdivide it you can click on the subdivide settings right behind me and you can turn up the number of cuts and I'm just going to make it pretty detailed maybe something like that let's also subdivide it one more time so it's even more detailed so now I can go back to object mode and I want to actually add the cloth physics to this object so over here on the side panel we're going to go to the physics properties and we're going to add cloth and then on the cloth let's scroll down here we want to open up the collisions and we want to check mark the self collisions so it actually collides with itself now I've been doing this in the shading workspace but if you go here to the layout you should have a timeline right here so I'm going to drag the playhead on the timeline back to the starting and I can press the space bar to play this and we'll just let this simulate now this might be happening for you where the cloth simulation is kind of scrunching up and that is because of the distance of the vertices so what I can actually do a really easy way to fix this is just to scale both of these objects up much bigger and now if I play the simulation you can see that it's not bunching up like that so let's select this object here and on the physics we're going to add the Collision so now when I press the space bar to play this you can see the cloth will actually collide with it and then I can kind of scale this object up maybe move it down Bring It Forward a little bit and you can just play around with this until you get a simulation that you like I think I want it to be a little bit bigger all right so something like that is pretty good so I'll just use the object context menu and shade it smooth and then to apply this we need to click here on the modifiers and on the modifiers we want to click on the drop down and apply the cloth modifier now to make this look more realistic I can press control 2 to add a subdivision surface with two levels and then let's scale both of these objects down and I'm going to just bring this object over here and just stick it next to the other sphere and then also if you select the cloth object you can click on ADD modifier and you can add the solidify modifier and let's drag these little dots here and drag it up above the subserve so that it first adds the solidify and then adds the subdivision and I'm going to drag this thickness value way down just to make it very thin and that's basically all I did to create the cloth and if you're interested in learning more about cloth physics and blender then definitely check out my cloth physics for beginners tutorial with the link in the video description then I also added a camera and I just pointed the camera at the objects and if you select the camera and go to the object data properties of the camera I turn the focal length up to 80 just to kind of Zoom it in cuz I like how that looks a bit better and then I added some lights to the scene so I'll just go into the rendered viewport mode so I can see this in the rendered view so I added these two lights here so these are both area lights if you go to the add menu you can go to light and add an area light and this first one here I set to 50 and I just made it pretty large shining down on the objects and then this one here is set to 30 and I have it kind of as a backlight so both of the objects are kind of coming from the back of the objects now to get some more realistic lighting and Reflections I also went here to the world properties and I added in the Machine Shop 02 1K hdri from poly haven.com and I'll have the link in the video description if you'd like to download the same hdri and I downloaded the 1K HDR version on poly Haven so when you download the HD you can click on the yellow dot next to color you can choose environment texture and then click on the open button and just add in the HD that you downloaded and then I also set the strength to 08 so it was a little bit less bright now just a few more settings that I'm going to go over so if you go over here to the render properties I'm going to be using the Cycles rendering engine and here on the film tab I'm going to check mark the transparent button so the background is transparent but it will still light the scene and then also if you go down here to the bottom and open up the color management I set the view transform to filmic and the look to very high contrast to pop out the colors and make everything more contrasted and saturated so I am going to go over here to the shading workspace so in the shading workspace I have the 3D viewport on this side and I will go up into the rendered viewport mode and then I have the Shader editor right here so we can work with the NES so I'm going to select one of the objects let's click on new to add a new material and I can drag and drop the same material onto this object here so they both have the same material and then I can rename this to green camo Fabric and then I'll 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 you can go to the preferences and on the add-ons tab you can go to the search and search for node Wrangler just enable the node Wrangler add-on and it's built in a blender and I'll show you how to use it in the video so let's close the user preferences so we're going to start off by creating three different patterns so I'll go to the ad menu let's add a noise texture and drop it here and I can hold down the control and shift key and select different nodes and that is using the feature the node Wrangler and it's going to preview the nodes on the object let's also press contrl t with the noise texture selected to add the texture coordinate and mapping nodes and usually I like to use the object and I like to put the object into the vector because it places the procedural textures on the object more evenly however I'm going to use the UVS in this case and I'm using the UVS because this is going to be put on cloth objects because it is a fabric material and so when you're using cloth objects you want the procedural material to actually move along with the folds of the object so it would be really weird if the material was super random and just changed at random points when the cloth is moving around but with the real cloth in the real world the pattern moves along with the folds of the cloth and also the fabric weaves move along as well so that's why I'm going to be using the UVS instead now if your objects haven't been UV and wrapped then there's going to be some issues for example you can see the default UV and wrap has some Cuts here and so you are going to see a few seams here in the texture however this object here was from a PL plane and the plane was already UV unwrapped so there aren't any issues if I just turn the scale up so you can kind of see that better there aren't any issues and you can see how the noise is actually moving along with the folds of the fabric so that's why I'm going to be using the UV instead so let's now change some of the settings of the noise so on the type here I'm going to change this to the hetero terrain and on the scale I'm going to turn this to 70 then on the roughness I'm going to turn this to zero and I'll just leave that how it is but then I'm going to go to the ad menu and I'm going to search for a another noise texture and we're going to drop this in between the mapping and the noise so this way because this noise texture is going through the vector it's distorting the placement of this noise now you can see it looks very distorted but let's change some of the settings so for this noise I'm going to turn the scale to a 1.7 let's also turn the detail to the max of 15 and then I'll leave the other settings how they are now I want to make it more contrasty so let's drag these nodes back and I'll go to the ad menu and I'm going to search for a color ramp and we'll put the color ramp here after after this noise now on the linear here I'm going to change it to constant instead and then I can drag this white tab over to make it more contrasty so I'm going to drag the white tab over to about there so now you can see there's some little white areas and black areas so that's starting to look like the camouflage texture now this procedural material will get a little bit complex so I want to keep my nodes nicely organized by adding frames so I'm going to box select these nodes I'll press contrl J to join them into a frame and then you can drag the frame around and and if you select the frame and press f2 to add a label I'm going to call this mapping now I'm going to click and drag to box like these nodes and I'll press control J to join them together into a frame you can select the frame and press f2 to add a label and I'm going to rename this to pattern one I want to make three different patterns so I'm going to select all these nodes and I'll press control shift d control shift d will duplicate the nodes but keep these wires plugged up let's control shift and select this color amp and I can change some of the settings so I'll turn the scale to a 45 of the first noise texture and then I'll leave the other settings how they are now on the second one here I'm going to turn this detail value way down to like A7 and then I'll leave those settings how they are now here on the color ramp I want to drag this white Tab out kind of to about here and then I want to hold down the control key and click here to add another Tab and I'm going to drag this one kind of over to about here so I can kind of see how that texture is looking so let's select this Frame here and press f2 to add a label and let's rename it to pattern two and then I'll box select these nodes I'll press control shift d to duplicate them again let's control shift and select this one here and I can select the pattern two press f2 to change the label and we'll change it to pattern three and then for this one I'm going to turn this first noise scale to a 90 and then I'll leave the other settings how they are but then on this back one here I want to turn the scale to a 1.2 I'll turn the detail to the max of 15 and then the roughness I'm going to turn this to a point four five now here on this color amp I want to select the black tab I'll hit the minus to get rid of it and then I'll just kind of drag this around and get it to something that I like so something like that is looking better so if I control shift and select them you can see we have three different groups of textures and I now want to join them together and add the custom colors so I'm going to drag these nodes back I'll close that side panel and I want to go to the ad menu and to mix colors together we can add the mix color node so we'll drop this down here so I want to have three different mix nodes so the first one is going to add the custom colors for the first one and then we'll use the other two mix nodes to mix these patterns together so what I'm going to do is take pattern one we'll put the color from the color amp into the factor and I'll control shift and select the mix to preview and then let's make the custom colors so for color a this is going to be kind of like a grayish light green and for color B this will be a little bit of a darker green and if you want to use the same exact colors that I'm using you can use the same hex values so color a will be a hex value of 4 C 6741 and then color B is going to be a hex value of 3B 5 6 2f so let's duplicate the mix and we're going to drop it right here and we can now use this to mix in the next one so this pattern two here this is going to go into the factor and then this mix here is going to go into color a so now color B can be the color of the next texture so for color B let's make this like a really dark green and the hex value for this dark green here on color B is going to be hex value of 1 a 2 f17 so we'll duplicate the mix one more time and drop it here and again this mix here this is going to go into color a and then this pattern three that is going to go into the factor and the factor is determining what parts will be color a and what parts will be color B on the object now for this one it's going to be a bit lighter and kind of a grayish color so kind of like a grayish green and the hex value for color B is going to be 2 a 3 c 1 F so that is going to be the base color so what I can do is drop the principal Shader right here maybe bring this up let's bring these further back so now we have all these mixes and let's drag the mix colors up together just kind of compact them so it looks a bit more nice and organized and let's box select these three nodes I'll press contrl J to add a frame we'll hit F2 to add a label and I can just rename these to like base colors and make sure the mixed result is going into the base color of the principal Shader now you can see that this fabric is looking a little bit too shiny it doesn't really look realistic so on this roughness here I'm going to turn this up to like A8 so it looks quite a bit more rough so I'm now going to be creating the fabric weave texture so to do this we'll go to the ad menu and let's search for a wave texture we'll drop this down here and I want to use the same mapping cuz we want to use the UVS so the vector is going to go into the vector the wave texture I can also hold down the shift key and right click and drag over the wire to add this reroute and I'll drag the reroute down here and then I'll shift and right click and drag to add another reroute and drag this over here just because I like to keep the nodes super organized let's control shift and select the wave texture and I'll zoom in here so we can preview it and let's change some of the settings so for this one I'm going to change the scale to like a 350 and then also this Distortion here I'm just going to turn up to a very small number like a five so if I zoom way in you can kind of see what the is doing so it's just making it look a tiny little bit more random and then let's turn the detail level all the way to the max of 15 but then I'll leave the other settings how they are now I'm going to select this wave texture and I'll press control shift d to duplicate the node but keep the wire plugged up let's control shift and select this one to preview it and I'm going to keep all the settings the same except that I'm going to take the X and I'm going to turn this to Y instead so this way it'll be going in the opposite direction so I now want to mix these together to create the fabric texture first though I want to make them a little bit more contrasty so I'll go to the ad menu and I'm going to search for a color ramp I will put the color amp after the wave and then I can drag this black tab over to make it more contrasty and I'll bring it to about there then I'll press Shifty to duplicate we'll drop it down here and the other wave texture color can go into the factor so now it looks more contrasty now to mix them together with a mix color You Can Box select the two color ramps and you can press control contr 0 contrl 0 is the shortcut key for adding the mixed color node and you can see it's already plugging them both up and then I'm just going to leave the type set to mix and I'll leave the factor to 0. five and this way you can see we're getting kind of this Checker of these little white lines with the black squares and so that is looking like fabric weave so let's box select all these nodes and I'll press contrl J to add them into a frame and I'll press f2 to add a label and I'll rename this to fabric weave so let's control shift select the principal Shader and I now want to put some values into the normal to give it some bump so we're going to take this mix result here from the fabric weave we're going to put that into the normal but there's some weird shading issues and that's because we need to convert the color data into normal data that the Shader can use so I'll go to the ad menu let's add a bump node and we'll put the bump node here between the mix and the principal Shader and we want the mix result to be going into the height value so now you can see the fabric looks really bumpy but that is way too strong so I'm going to turn the bump strength down to like a25 so it's much more subtle so let's duplicate this bump node and drop it here after the first one and we're going to duplicate this one more time and drop it here so now we have three of them now these other two I'm going to use to make it a bit more fuzzy and then also to add some folds so to create those textures we'll go to the ad menu we're going to add a noise texture let's drop it here and we're also going to duplicate it and put another one so we have two different noise textures let's control shift select this noise texture to preview it and I I want to use the same mapping so I can actually go here to this reroute and I can click and drag and then let go here and then I can search for reroute and just add a reroute there then I can click drag over let go and again I can add another reroute and then click and drag and stick this up to the vector and let's do that for the same noise texture here so I can take this reroute and put that into the vector this noise texture so now let's change some of the noise settings so for this one I'm going to turn the scale to 4 so it can add a lot of fuzz actually not a 40 I want to change it to 400 so now it's much more detailed let's turn the detail to 15 and this roughness here all turn to like a 055 so now we have a pretty detailed texture so now this noise texture Factor can go into the height value of this bump and I can control shift and select the principal Shader now if I turn this strength up here you can see it's going to be stronger so you can see now it looks much more like a fuzzy fabric although that is way too strong it looks really rough so let's turn this strength way down to just like 8.1 so it's going to be much more subtle but that'll definitely make it look a bit more noisy and bumpy on the surface and then I also want to use this noise texture to here to add some folds so I actually want to preview this on this sphere cuz you'll kind of be able to see that better so let's control shift and select this noise texture to preview it and to change the settings we're going to turn the scale to a 10 and I'll just leave the detail at two so that it doesn't have that much detail it looks kind of like Folds and then this Distortion here I'm going to turn the Distortion to a point4 so it's just a little bit distorted and it kind of moves around in circular motions so we can put the factor into the height value of this bump let's control shift and select the principal Shader to preview it and if I turn up the strength you can see what it's doing so it looks like there's some little folds in the fabric but I'm going to turn the strength way down to like a0 2 so it is much less strong so we can box select these notes Here I can press contrl J to join them into a frame and I'll press f two to add a label and I can just call this bump now I also want to add the sheen to make it look more like fabric so let's open up the sheen here on the principled and I'm going to turn the weight all the way up to one and I'll leave the roughness at 0.5 but you can change this if you want to and then for the tint I'm going to make this kind of like a light green and the tint hex value that I'm going to be using for this color will be 617 f49 so that is it for the procedural material so now going to show you how to join this together into a custom node group so let's click and drag and box all the nodes except the material output you can press contrl G to join it together into a node group now if you press the tab key that's going to go in and out of the node group so I'll go out of the node group and I'll drag the node group over here and let's zoom in here and I'm going to click and drag to make it bigger and then I can copy the green camo fabric I'll press contrl C to copy that and then contrl V to paste that so now it's called green camo fabric so let's hit the Tab Key to go into the node group and I'll press the nend key to open up this side panel and if you click here on the group tab you can change the interface here so I'm going to double click on this to rename it and I'll rename this to Shader because I like that better so if you go outside of the node group you can see that socket there is just called Shader so let's go back into the node group now if we go right over here to this side we have the group input and we can plug values up to the group input to control those Val vales outside of the node group so this mapping node is being plugged up to all the textures so this scale value will change the size of the entire material so we'll put the scale into the socket here and then if I click on the scale it's going to be three values but I instead just want it to be one value so let's change the type here to float instead so it's one value and then I'll turn the default value to one and then if I go outside of the node group we need to turn the scale back to one so it's using a scale of one so let's go back into the node group so I now want to add all the custom colors so I'm going to drag the group input right up here above these base colors and I'll put color a into the extra socket also color B and then also color B of the next mix and then finally this one here so we'll put that into the extra socket and then you can click right here to rename them and I'm going to rename these Colors 1 through 4 so I now want to control the fabric weave scale so we're going to drag the group input down here behind the fabric weave and we're going to put this scale right here into the extra socket and then we can take the same wave texture and we can put this scale into the same socket so this way this single scale value will control both of the Waves so if I double click on this to rename it I'll rename this to fabric weave scale now I'm going to drag the group input right over here underneath the bumps and I want to take the first noise and we'll put that into the extra socket and I'll double click on this to rename it and I'll rename this to fabric noise scale and then let's also do the same thing for this one so so we'll take this other noise scale and put that into the extra socket but this one instead of fabric noise scale it's going to be called fabric fold scale then I want to control the roughness of the material so we'll drag this up here next to the principal Shader and let's take the roughness value and we'll put that into the extra socket and then I also want to add the sheen so we'll add this Sheen weight here put that into the extra socket and then also if you want to you could put the sheen roughness into the extra socket there but I'm just going to not do that and use the tint instead so we'll put the tint into the extra socket and you can see it's called the sheen tint and then I want to control the bump strengths so we'll drag this behind the bump and you can see this first one here is controlling the weaves so we'll put the strength into the extra socket and already R name this to weave bump strength then the second one is just the noise so we'll put this into the extra socket and I'll double click on this and rename it to noise bump strength and then the final one here that is going to be the folds we'll put the strength into the extra socket double click on this to rename it and I'll rename this to folds bump string all right I'll select the group input and I'll drag it back here to the very end I'll press the end key to close the side panel I'll hit the Tab Key to go outside of the node group and there is the finished procedural material so we have the overall scale to change the size of the entire material and remember this is being controlled by the UVS so if you don't like how the texture is placed on the object you could use the object coordinates instead or you could just UV andw wrap your object then we have all the different colors so we have Colors 1 through 4 so you can really change these if you want to make more like a brown camo or a desert camo or whatever you want to do then we have the fabric weave scale we have the fabric noise scale and the fabric fold scale then we have the roughness of the material but it looks a little bit weird if it's really shiny so I usually leave the roughness value higher cuz it's Fabric and then we also have the sheen weight this kind of helps to make it look more like Fabric and then we also have that Sheen tint and then we have the bump strength so the weave bump strength and the noise bump strength and the folds bump strength so that's it for this tutorial so I hope you enjoyed the tutorial and thank you for watching and you can purchase this procedural material on my GID store and my patreon page so if you're interested I'll have the links in the video description you can also check out my ultimate blender procedural material pack if you'd like to purchase all of my procedural materials and my ultimate procedural material pack comes with all of my procedural materials and they're preset up for blender's asset browser with custom thumbnails sorted catalogs and customizable node groups and every time I create 10 more predal materials I update the material pack with the new materials so if you purchase the procedural material pack then you'll get future updates with more materials you can also purchase any of my materials individually on my gum store and to learn how to create any of my procedural materials you can check out my blender procedural material tutorial playlist the links are all in the description but I hope you enjoyed the video and thank you for watching
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Channel: Ryan King Art
Views: 3,886
Rating: undefined out of 5
Keywords: Ryan King Art, Blender Tutorial, Blender, Ryan King, Tutorial, camo, fabric, green, Camouflage, camo fabric, cloth, cloth material, fabric material, shader, procedural fabric, procedural material, procedural shader
Id: ZyA_TgrklOk
Channel Id: undefined
Length: 26min 1sec (1561 seconds)
Published: Sun Jun 09 2024
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