Procedural shaders for stylized/anime medieval buildings in blender

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hi i'm kristoff and today we're gonna have a look at some textures to stylize buildings i'm gonna start off with uh some medieval buildings uh for now and we're gonna do a rooftop we're gonna do some wood and we're gonna have a look at some walls and i used these textures to make these buildings uh for this attack on titan fan art i did and i'm also going to have a look at how to make uh some of these basic masonry effects too looks like this and this is going to be an introduction so first i'm going to have this tips and tricks section and then we're going to go over some concrete textures so let's dive into it as always you can download the source files in the description below and without further ado let's get started all right let's start this off with some tips and tricks on the brick texture so i have this plane with a brick texture and an emission shader and we're going to start stylizing this by adding a noise texture and let's plug it into our mortar size this is going to make it pitch black but we need to add a mix rgb to control it and we're going to set it to pitch black bring it up and this is going to control our effect and this is going to give us some variation into the size of the mortar in between our bricks so i'm going to copy paste this to show you another effect is that when you take the noise and you bring it up you actually get this distorted mortar the nice thing is that it's super clean it's uh which is really nice for getting a stylized effect and we can combine the two so actually let's copy paste this again we're gonna take two noise textures i'm gonna set one to 80 the other two five i'm gonna add another mix rgb node oh we're seeing the effect over here we're going to mix the do together now we can control the amount of the effect but actually we're also going to add a color ramp and moving that around will really allow us to get a lot of control over this effect and so now we have both of the effects in place we have some distortion of our mortar which is small and we also get this variation in the brick sizes which is a pretty neat effect uh looks like it could be quite useful uh another way to get a similar effect is just we're gonna start off again with our brick texture and this time we're going to bring up the smoothness and we can also bring up our mortar size and this is going to make our bricks look very soft but that's okay we're gonna add a noise texture again and this time we're gonna mix it after the brick texture and then we're going to add a color ramp now let's bring up the color ramp um i can set it to a constant it's going to be easier so this gives you uh the same effect we had earlier but uh with just the mortar uh where you get this variation which can look pretty nice i think this is pretty useful too for some stylized effects um let's copy paste this and so we can do the same thing just lower the noise and we get some more distortion for our bricks and that way we can get some knife variations and then there's one more thing i want to show you is actually how to make some highlights and shadows for a stylized effect and for this we're actually we're gonna take the brick texture i'm gonna copy paste it we're gonna add a mapping and texture coordinate node and we're gonna add it to our second brick texture we're gonna add a mix rgb node set the screen and we're going to use this brick texture as our highlight and so um i'm going to take the color ramp of our first brick texture let's set it to um a red color let's set it to a gray color and now let's plug in our brick texture into our screen let's also add a color ramp set to constant turn it around so this is our highlight effect we're going for set the screen to max and we are going to offset this one so let's take our mapping node and let's offset it by 0.01 just to see what it does could be smaller so 0.005 let's try it out well it's about right and then same for our y offset and then we can also add the distortion by mixing in our noise texture we're going to have to set the mix the same and we're going to have to adjust this setting and so this gives us a bit of a shadow and highlight effect for our brick texture and the cool thing is that it is um just a tree tone color it's very clean which is pretty nice and you can go and stylize this a bit more by for instance adding a voronoi texture mix it in with our original um brick texture i'm gonna use the color for this one and we're gonna make it black and white using a color ramp let's up the scale and we can set it to something like soft light now of course we've got all these hard edges which is a bit too much and something we can do is we're gonna set this to smooth f1 and the smoothness controls the softness of the edges and we're gonna add a noise texture that controls the smoothness and then we're gonna also need a color ramp to control it a bit more and so as you can see this controls it and if you up the noise you actually get some nice variations of soft and hard edges which is pretty neat and this creates a nice stylized uh brick texture i would say and uh we're actually going to use the same technique we did here on the voronoi texture and we're going to use it to create um like a painted wall effect so i'm going to add a plane let's add a new shader let's add an emission shader and let's add a voronoi texture plug in the color and we're going to set scale to 20 and we're going to do a couple of things like before so we're going to add a color wrap to make it black and white set it to smooth f1 and like last time we're going to add a color ramp plug it into the smoothness we're going to control it with a noise texture and then we're also going to add a mix rgb node set it to white and so this also controls how much of the effect we're going to apply you can also set it to black this is um instead of making it blurry we want less control gonna make it sharper and so let's bring up our noise texture let's bring down our mix and play around with the color ramp and this gives this effect with some uh blurred edges which is pretty cool now if we take this color ramp and we bring it down we can get this effect um that's not quite sharp it's just broken up which is the effect we're going for instead of a black let's choose something like a gray and let's add a mapping and texture coordinate node and now if we scale this um we can get something that looks a bit like paint strokes i'm also going to resco rescale our noise texture now to give it more of a squared look i'm actually going to use a chebychev and we can go from being completely sharp by using this mix and bringing in um some distortion into those edges and this gives us some uh stylized effect that looks maybe a bit like it's been painted so if i bring back the color ramp like this we've actually got something that looks or resembles uh paint strokes which is pretty cool let me copy paste this and we're gonna copy paste all these notes double it up mix it in with each other seeing the effect over here and so what we're gonna do is uh one we're gonna scale the x value for the other one let's scale the set the x to 1 and bring down our y value this time and so we get this up and down stroke effect let's mix it in and i think this is something that can be really really useful for texturing things like concrete or walls maybe you think the strokes are a bit too small you can bring it back something like 0.2 and let's scale this to 20 20. let's add a final color ramp to control everything and as you can see this can give us some like painterly effects which is pretty cool and can be a really nice way to stylize things like walls or trees or give like more of a painted effect um and if you combine it with other things like the bricks uh i think you can get some really nice walls and so this is just some uh studying of both the brick texture and some stuff you can do with the veronica texture and i think up next we're gonna dive into some concrete uh textures okay now we're going to make a roof texture so for this i'm actually going to use the cube i'm not kidding so let's turn our cube into more of a plateau scale a little bit and let's go into our shader editor like always we are going to add a emission shade and we're going to add our first brick texture so we're going to add a mapping and texture coordinate node and we also want to turn this around so let's set our rotation to 90 degrees z rotation and this is going to be our base texture let's select some nice colors we're gonna take some orange for this one a light orange and more of a darker orange and mortar we are going to leave to black for now and we're not actually going to use the mortar so let's set the mortar size to zero and this is just gonna be our color and then we're gonna add some nice things to this to stylize it and uh the first thing we're gonna do is we're going to add a mix rgb we're going to set it to multiply and we're going to add a photoannoy texture plug it in let's add a color ramp and let's actually plug in the color we're going to set our scale to something like 21 and then we're going to set our voronoi texture to smooth f1 and we're going to add a mix rgb plug it into our smoothness i'm going to set it to black and we're going to add a color ramp and a noise texture let's up the scale on our noise uh maybe let's set it to something like 90 and we can't see the effect because we turned it off with our mix and so when we bring that down you can see the effect and now we can control the sharpness of our corners by also using the color ramp we want this more or less a painterly effect we can also make it even sharper or less sharp by using this color ramp i'm gonna set it to a setting like this and then i'm gonna bring it back a little we just want a little bit of this effect and actually i'm going to set the voronoi to something like 35 yep to get some more detail okay next up we're going to add a second brick texture and we're just gonna copy paste our original brick texture bring it down and we are going to use this brick texture for the mortar and so this work this time we're going to set our motor size to 0.025 we are going to add this one in by using a multiply we're also going to use the mapping node and we are going to add a color ramp as well now we don't want these uh dark spots uh so to get rid of these um we're gonna set our color to a color two to a white color and now we're gonna distort it with our ferroni texture and so we're going to add a mix rgb and we're going to plug our color of our voronoi texture into our mix rgb we can bring it down a bit and actually i'm going to set this color ramp to a brown color and and i want a bit of a smoother result so let's set our mortar size to 15 maybe maybe even 0.01 all right this is looking pretty good and now by controlling our mix and our color ramp we can bring in either more or less of our shadows okay i don't think i want as much contrast so i'm going to bring down the colors of our color a bit all right and next up we're going to add a highlight uh so let's copy paste our brick texture again let's add our mapping node we're going to set the color to black our mortar to white we're going to plug it into our mix i'm going to set this one to a color dodge and we are going to add a mapping and this is going to offset our highlight so let's set this to 0.02 0.02 and let's also add a call ramp oh i forgot our mortar size is off so let's set this also to 0.01 that way we're going to see some results okay and now we need to set our offset and let's try 0.002 that's better maybe a bit more all right that's pretty nice and we're going to mix in a noise texture too i'm going to add a color ramp and i'm going to set the noise to something like 70. set this to a constant and let's mix it in and instead of a mix we're going to set it to multiply all right and so now we can mix in the distortion with our highlight i'm actually gonna decrease the mortar size to 0.005 and the offset as well to get a more subtle effect and this is sort of the effect we're going for you can play around with the amount of distortion you want on the highlights maybe you just want some highlights just some dots in there and maybe you want more highlights or you want some nice line effect going on you can play around with it also i'm using a color dodge you can use some other um effects like a screen for instance if you want a nice white line it's too much for me i want it to blend more let's try a soft light oh this darkens it of course so yeah i think a color dutch is having a nice effect and this is going to be our roof shader uh one thing you can do is we can add some input values and for instance set it to our brick width and row height so for instance uh plug this into all of the brick widths i'm going to copy paste this and do the same for the row heights i'm going to set this to 0.25 and that way you can control uh the texture just using some parameters and then also by playing around with the amount of texture you want you can get some more variations on this effect and so if this was a roof we probably also want to add some shading so to top this off we're going to add a diffuse shader a color ramp a shader to rgb and let's plug it into a mix rgb so do a multiply let's add a sun so we can see the effect and there we have a shadow if you want a a nice stylized shadow you can set the linear to a sharp effect in that way or even a constant that way you can get a sharp shadow and just mix it in using a multiply i'm going to add one more thing i like to add a gradient um as well so i'm going to add a gradient texture mix it in let's just plug it in and add it using a soft light and this gives us this nice gradient thing effect which i really like um you can invert it if you want to this gives them gives us a nice uh stylized roof effect next up we're going to make a wood texture and so i'm going to delete the light we're going to keep the cube i'm going to scale it up so let's go into our shader editor and we're going to add a wave texture and let's plug it into an emission shader we're going to add a mapping and texture coordinate node let's add the uv parameter and we're going to set the bands to a y value and now what we can do is we can play around with the distortion and this will give us more or less a wood type grain and if we add a color ramp set it to constant you can make it a bit more two-tone or stylized and so you can play around with the settings maybe you want more grain you can play around with the scale and set it to something like six and then you can also play around with the distortion until you like it i think this is way too much i'm going to set it to something like 20. uh now what we can also do is add a noise texture so let's add it in using a mix rgb node we're going to have to adjust our color ramp that's okay and it's going to punch some holes into our wood so it isn't just straight lines that are distorted i like this a lot actually but you can like up up the scale something like 40 to get more details and this is giving a very nice wood type effect all right and so we can use this for the base of our wood let's give it a brown color and i'm gonna turn down the noise a bit another thing we can do is we can add a second wave texture um we're also gonna distort it using the noise texture so let's just plug that into a mix rgb node again plug it into our mapping we're gonna add it after our color ramp we're gonna set it to screen we're going to offset it this is going to create a highlight let's add a mapping node offset it by well let's first add a color ramp so we can see what we're doing i'm going to set it to constant there we go okay and we're gonna offset it by 0.02 let's see 0.002 is better i think yes let's change the color and this can get us some highlight effects all right i think i like this and now to add on to this we're also going to add a voronoi texture i'm going to set it to color this is again going to create all these shapes let's add a mapping and texture coordinate node um set it to uv maybe now let's set it back to generated um we can play around with our scaling if we want to and set it to smooth f1 and let's again add a color ramp and a noise and plug it into the smoothness amp up the noise play around with this color ramp let's add another color ramp and we can maybe set it to soft light and this is going to create some variations in our wood uh maybe i actually like the stretched effect so i'm gonna set the z scale back to one yeah i think i like this starting to look good and then depending on if you would like some color variation you can always also add another mix rgb just take the color output add it in this is going to give like this rainbow effect which is of course obviously way too much but let's see if we can mix it in just a tiny bit and if you just mix it in a little bit the colors are just a little bit offset it just gives a tiny bit of variation all right and now we can still go back and tweak the distortion if you want to but i'm gonna leave it at 20. and so one thing i'm also going to do here is i'm going to add a gradient texture i'm going to add a texture and coordinate node rotate it 90 degrees and then i'm just going to set it to soft light and again it's going to create that gradient shading that we like and like last time we're also going to add a diffuse shader for the lighting so it's a diffuse into a shader rgb and we're just going to add a color ramp mix it in using a multiply and now we should have some shadows on our wood as well and so this is a way to make a more of a stylized wood depending on how much detail you put into it it becomes more and more realistic but it's quite easy to like tone it down by using the settings for instance using less distortion let's set it to something like five and turn down the noise as well you can get some really nice stream light and stylized effects for wood so next up we're gonna delete the camera delete the light keep the cube and we're gonna have a look at a shader for the walls so i'm going to go into the shader editor add an emission shader and this time we're going to plug in a photoannoy texture let's plug in the color and we are going to set it to chebychev and smoot f1 we're also going to plug in a noise texture and plug it into our smoothness and we're gonna add a color ramp this is going to control the noise let's size this up a bit we can add a texture and a mapping coordinate node actually if you want some uniform scaling we can add a geometry position into the location this is going to resize everything so we're going to have to adjust the scale but now when we resize our texture it's going to remain all the procedural effects are going to remain the same and we're going to add a color wrap and i'm gonna set this to very similar colors next up we're going to add a muskrate texture and we're going to mix it in and so let's set the scale to something like 2.9 let's put the detail to 10 and set dimension to something like 1 and this gives this more detailed effect and we're going to add a color ramp i'm going to set it to um first of all i'm gonna plug in our must grave in the upper node and then we're gonna make this more of a beige color and a brown color and i'm going to mix in this in between color just so i control how much noise i have and then our mix i'm going to set to soft light maybe i'm going to get more contrast on that for runway texture now i can use it to distort this and i have some parameters to play around with it okay that's maybe a bit too yellow but something i can always do is just add a u and saturation layer and i can always desaturate it afterwards and then something we can also do is just add a mix rgb and like last time i'm just going to add a gradient texture add a mapping and texture coordinate and again we're going to turn it 90 degrees on the y-axis and let's mix this in using a soft light let's have a look at this uh texture we have here if you want this squared effect you can use chebychev but you can go to euclidean to get more of a spotted effect something you can also do is you can change the scale to get more of a banding effect if you want more streaks i actually like this quite a lot this looks quite useful um so i'm gonna set this to one again and depending on the colors you use this i'm gonna use for my uh medieval house but if you make this a grayscale this could be a good stylized way of making things like concrete or you could use it even for some earth effects we might do that later and in another tutorial and now i'm also going to add a diffuse shader to rgb and we're gonna mix it in to get us some shadows and again we're going to cut it off using a color ramp to get a nice clean edge and set it to multiply also if you like the soft light effect of the gradient but you um i'd like to have more of it you can just add another mix node just set it to soft light and you can mix it in again and you can just get more of the same this is really like burning out the texture but maybe one just a little bit more and then also a tip is you can always colorize the shadows as well so if you want more of a blue hue on the shadow you can just go in and use the blue shadows and that's what i like to use a lot combined with the gradient overlay i think that gets a nice result all right and that sort of concludes our train textures that we made i hope uh you can use these textures for your own buildings or at least use these as starting blocks to get your own textures and uh you might paint over them or use them for your own buildings i use them for this attack on titan building then i'm gonna also add to the source and i hope you like this tutorial i'm gonna do some modern buildings uh too in the future so stay tuned for that and if you like this tutorial please like and subscribe and see you next time
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Channel: Kristof Dedene
Views: 23,020
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Length: 46min 47sec (2807 seconds)
Published: Thu Mar 25 2021
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