Tutorial: Procedural Bone Material | Blender 3.5

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hello guys and welcome back to another blender tutorial today I'm going to show you how to make a 100 procedural bone material that looks pretty realistic you can see here I'm going to be demonstrating this with this Ram skeleton I'll show you exactly where you can get this free model on sketchfab but this sort of bone material here I just think it came out looking really good I've been looking at a lot of references and I just think that this is a pretty realistic procedural bone material so we're going to be making it I'm going to go step by step and I'll be showing you guys this node setup here and how to make it all look kind of cool so let's jump in and I hope you guys enjoy so if anybody is interested in using the exact same model I am using I'm going to put a link to it in the description below it's this Ram head here and it's on sketchfap it's completely free and I give full credit to the person here who made this asset it's definitely not one that I made I think it's actually a scan or something like that but it's really good for testing this out so go ahead and download that and and it's in a I think an fbx and all I did is I imported mine into blender like so and I just put in a little um plane here that I extruded up and I just added in some lights and I enabled Cycles so we're going to be working in Cycles that's the main thing here doesn't matter what object you're working with doesn't matter what scene just make sure that you're working in cycles and I just went with about 90 samples on my render but that's kind of irrelevant mainly just as long as you're in Cycles so with your object of choice selected you're going to go into your shading workspace like I said this is what I'm going with and I'm going to press Z and I'm going to go render it right so you can see this is my little setup here I'm just going to click on that skull now I've already added a material that I just called skull so I just clicked plus and I just named it skull but I haven't done anything so this is just a default printable Shader here and what we're going to do is we're going to start by giving this some texture so my favorite way to do that is to click on the base color here just drag it and let's type in noise oops noise and let's go to noise texture make sure not to get the white noise just wonder what noise texture here and we're going to take the color actually here and place it into the base color like that and then what we're going to do is we're going to go shift a search I'm going to type in color I'm going to get a color ramp and place it over here and then we're going to drag this value slider over here and we're going to make it kind of like a brownish muddy color like this we don't want it too dark not too light I'm going to take this one I'm going to drag it in a little bit about the same amount and we're going to make that kind of like a creamish kind of color and then to really give this some detail we're going to come here to the scale we're going to make a 12 and then we're going to come here to the detail and we're going to make that five and then really importantly we're going to drag the roughness all the way up to one and already just with such a basic setup here you can see it's already looking pretty good and for for now I'm actually going to limit the render just to a smaller section by going Ctrl B and that's just optional that's just what I prefer to do but we can make this look even better more and more realistic so what we're going to do is we're going to go shift a search get a color ramp node again whoops a color ramp there we go I'm going to plug the color here into defactor and I'm going to plug this into our roughness we're then going to take this value over here just drag it up this little slider let's make the value a little bit less kind of like a gray and let's drag this one down like so and we're going to make it just a little bit less white there we go bring that value down now the reflection here is looking a bit better but let's go shift Ace and search let's get a bump node place it over here and then take this color out put plug it into the height and then plug this bump into the normal of the principled and then come to the strength and make it point one and now you can really see that this is starting to look quite cool now we have the sort of reflectivity and bump and we can come over here and you can dial it in if you want it to be a little bit less reflective just make this value here lighter so I'm going to maybe do that I don't want it too reflective might drag this white value in a bit I could ask looking pretty cool but we can make this look even better give it a little bit more depth and the way we're going to do that is we're going to go over here we're going to shift a search I'm going to type in Geometry I'm going to get a geometry node and then let's plug the pointiness into the surface here now if we go shift a and we go search and we type in color we can get a color ramp and now we can fine tune the point in as values here and you can see because this is a high resolution object you can really see here if we dial these in we can kind of capture all of these areas that it's more pointy so this is going to be different depending on your model and how sharp things are but I'm going to go something like this and really get those values closer so I get some of these kind of like um occluded or I should say um sharp areas like the sharp pointy areas and then we're going to use this as a map so I'm going to move these two nodes up and over here next to the principled we're going to go shift a search and let's go for a mix Shader get a mix Shader and let's plug in this bottom this one here to the top socket let's take this principle Shader here and go shift d move it over here plug this duplication into the bottom socket and let's make this color here kind of like a brownish dark brownish kind of color like this okay and then what we're going to do is we're going to plug this into the surface and then we can use this color output from the geometry and plug that into the factor of the mix header and now it's going to be using that as a map and this makes quite a difference let's see if we can actually dial this back a little bit and what it's giving us now in the areas where it's darker it's kind of or where it's more pointy it's kind of giving us a little bit more of a darker kind of material and that just looks a lot better it really gives a lot more depth to this so let's just quickly give this a test render and see what it looks like and here we have it we now have a nice looking sort of bone material that you could put on a skeleton or an animal frame whatever you're working on I really hope you guys have enjoyed this tutorial and what I might actually do is also just select my background object if you have one I think I just thought this looks nicer just to make it a bit darker as well and then it just gives it some nice contrast and here you can see that looks a lot nicer now with that sort of like contrast there so I'll see you guys next time for another tutorial and I hope you have enjoyed making this
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Channel: PIXXO 3D
Views: 13,135
Rating: undefined out of 5
Keywords: blender tutorial, how to model in blender, how to use blender, blender, blender tutorial for beginners
Id: Wk7a1hK2lyI
Channel Id: undefined
Length: 6min 49sec (409 seconds)
Published: Thu Apr 27 2023
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