Procedural Rust Material in Blender - Tutorial

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hey what's up my name is mo and this is procedure rust in blender so first of all I want to say I put the link to this blender file into the description so you can download it and look at the note set up and really dissect it but if you want to understand this note setup a little bit better and possibly make your own procedural materials in blender keep watching because I'm going to explain you exactly what I did there and how this works basically there are only free shaders involved the metal the red paint and the rust the reason why this material might seem a little bit complex at first is because of the masks they're actually only two masks involved and what they do is they basically mix these free shaders with one another and create that rusted weathered material that we want to create so let's break it down a bit and see how it's done okay so let's start over again and construct this material from the beginning so first what I did was created a glossy note because that is our base material our metal pretty reflective so I keep the roughest quite low and then I duplicate that and make it red and that's going to be our paint with a little bit more roughness and what we are going to do now is basically we're going to add a mix note that is under shader mix and we have to mix those two in a way that creates this texture on the edges that the most important note for making this kind of weathering effect in blender is the note that's under input and geometry because the geometry node contains this outlet here that says pointyness and that is basically the value that lets you make a mask around the edges of an object so that's what we're going to use but as you can see if we plug it into the mix shader' right now nothing is happening because we first have to clamp the values to the right amount to get that edge to show up and the way we do that is by adding another node that's called color ramp it's under converter color ramp and we just insert it here so now we can clamp this point in us node oh and it's kind of fiddly you have to get that sweet spot here where the shader is just overlapping enough because it's you have to really pinch it together and then you can see you have something like this but now as you can see we have to add some texture do that because as it is now it looks pretty pretty unrealistic and there's no real grain to it so what we're going to do next is we will add texture to it and the way we do that is by going to texture mousse graph texture and that is one of my favorite textures because it can create is cool rust effect if you know what to type into this because it's quite fiddly and you have to get the right value I'm going to tell you the exact values now so scale you want to type in 14 details 6.8 dimensions are 0.2 luminosity is 1.6 offset is 0 and a grain is 0.4 so let's actually get that in and if we plug that into our mix shader' we can already see we have a texture that kind of resembles rust but what we have to do now is we have to get a texture input because if we want to apply this texture to other models we are better off if we use texture input and that is into input texture coordinates and then use the object outlet and plug it into vector so that basically maps it procedurally around the object and adapts the size to the object itself so that's really handy if you're creating procedural materials the other thing is now we have to mix this mask with the pointless one and the way we do that is by adding a math node under Converter math and now I'm going to plug the mousse graph texture in to the first value and the point nest value to the second value here and click multiply and then we're going to plug that outlet into the mix shader' and what we can see is now we have combined these two textures made kind of a rusty effective you kind of get the logic behind this you just create these masks and masks and textures and can't combine them via these math notes and create mass between different shaders and that's basically how you make procedural materials but this is not finished still as you can see there it's not quite looking like our example here but the way I added a little bit more realism was a smaller rim and we have to add a little bit more weathering around the edges so we just are going to select our pointless map and duplicate it by adding shift D and then we will add this texture to the previous one first we're gonna plug that in to effective value so we can actually see it and what I'm doing now is I'm clamping it even more so that we get a tighter texture and what I actually will do is I copy that so that we have a new color ramp so that we can adjust it better because I can see anything if those pins are so close together so can't pinch that together in in one side on the other I'm going to this year and then we are going to combine it so copy the math note plug outlet value of the first one into the second one and like this yeah and into our mix node and now we actually have to change the mode to maximum and now you can see we have the weathering effect on the edge and also the little texture around it so the next thing I'm going to add is a bump map to the paint so that it looks a little bit more like actual paint because now it's just a flat shader with no like surface detail to it and the way we're going to add their texture is by going to texture noise texture and we're also going to need a texture coordinate node and just plug an object again to back door so as you can see here object or vector we need under vector a bump map so plug the noise texture into the height and this normal channel of the bump map into the normal channel of the shader and you can see we have some surface detail but of course this is way too strong and then we'll give you the exact values for this texture as well and they are scale 200 detail r2 and distortion is actually zero so yeah that's what I did and I also toned down the strength but quite a bit so 0.12 what's the value in here and the displacement was 0.06 so that tones down the the bump map effect a little bit and gives it just a little bit of a grain and now we actually have to create another shader and that is for the rust the way I did that I just copied the paint shader basically with all the noise texture and bump map note so just select them for your holding shift and then shift D to copy them and then we're going to select a more rustic color it is d saturated brown here now we have to create the second mask because I want to create this effect of the rust kind of coming under and out of the paint so we have to use our original mask and clamp it a little bit so that it becomes a little narrower and that will be the mask for our rust shader so let's select everything by hitting B and copy this whole node setup so as I said we have to clamp this mask again and Ernest of course done with the color red node which is under Cal no under converter color ramp and we get the output of this whole thing into them so actually put it into the effective value of our mix note here way down there so the way we're going to clamp this mask is not by just moving these two pins we're actually going to create another pin and that is done by hitting this little plus icon here and then creates a new pin so we're going to move that new one over here and set this color to black because we only want the small rim as you can see now the rendering where the rust actually is so now we can dial in our rust make it a little bit narrow on this side keep it like this and now we can add another mix shader' here and try to combine all these layers again we have the paint shader the metal shader and the rust shade and these are our two masks here we have two one outlet here and one output here the first one is going in our original one all good and now the second one of our rest is going to in effect value of this second mixed shader and then we're going to grab our rest here and plug it into the shader node and now we have created a simple and easy procedural shader with rust on the edges so of course you can finesse it a little bit and play with a lot of textures and add many layers to this layer tree and yeah I hope this tutorial really helped you to understand this method of creating materials and blend a little bit better because it's really powerful and it's also a lot of fun if you understand or what these notes do so okay stay tuned for my next video check out my other blender slash substance painter tutorial on my Mac character Paul and yeah keep up the good work [Music] [Music] yeah finally switch to blender 2.8 how about that
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Channel: the spark of art
Views: 99,869
Rating: undefined out of 5
Keywords: blender, 3d, 3D, modelling, texture, texturing, make, b3d, procedural, rust, material, node, setup, tutorial, rendering, short, quick, alpha, blender 2.8, 2.8, eevee, cycles, blender 2.80, 2.80, substance, substance painter, painter, mech, conceptart, concept art, art, 3d art, robot, metall, weathered
Id: lYseMQDkPAI
Channel Id: undefined
Length: 14min 18sec (858 seconds)
Published: Tue Jan 15 2019
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