Using Procedural Textures in Blender

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello everyone and welcome to this video on creating your own custom materials in blender in this video we're going to be discussing how to use generated textures to create these materials I've been using substance designer quite a bit and it's given me a little bit of insight on how to better use these generated textures in blender and I'm still planning on doing the environment tutorials that I promised a few weeks ago but currently blenders UI is changing almost weekly so I really want to make sure that that's more consistent before I create those videos I think the official release is in sometime in June or July so I'm planning for around that time in this video we're going to be discussing how to create this peeled paint effect and we're also going to be discussing a paid add-on on the blender market it's called node decoder and it was created by blender artist to the temp stir it's amazing so we're going to talk about how to use that to store these materials inside the blender for use and further projects so the first thing that we need to do is we need to add a noise texture so we'll type shift a and go to texture and then choose noise texture and it's important that e the texture coordinates be set to object so by default it's generated so we'll switch it to object and next we need a color ramp so we'll type shift a go to converter and then add that color ramp and I'm testing this texture out on a sphere because it's important to see how generated textures wrap around curved objects but on this color ramp I'm going to switch the blend type to constant which just means that there's no gradient it's simply black and white with no values of gray in between and now I'm just trying to isolate that black value so that it's just speckled across the surface of the sphere and that value will represent the area of the paint that's been peeled back or damaged so I'll take the detail up a little bit so that it creates a little bit of that generated noise around the edges so a value of 5 pretty good and so what we've just done is created a mask to separate the two colors of the material but there is quite a bit more to do because typically materials are built in layers of color and bump and so on so if we duplicate this color ramp twice then now we can start working on some of those other elements first let's plug the factor of that noise texture into those duplicated color ramps and if you use ctrl shift left click you can view this bottom color ramp and what we're going to do is switch that blend type back to linear which gives that soft gradient effect and all those other values and we're going to start building the Z bump effect so the way that we can create a height map with this color ramp is let's actually add a new slider here so we'll click this little plus tab and if we move it to the right of the white slider we see that we have this gray value which is sort of a mid level height and then it goes to this white value which is raised up and then we have the black which is a very low value so let's combine the height mask with the color mask because we need these to match up very closely so this will be just to help us as a guide basically to to match those up I'll take this factor value down pretty low just so the color mask above is basically just used as a reference and so the goal here is to just match up these edges so if I select this black slider and move it away that's obviously the wrong direction so I have to move it very close to this white slider and if you go too far you'll know because it'll all turn gray and so I think that's probably as close as it's going to get so now we can delete this mix color node and let's take a look at how this bump looks in the rendered view so if you plug the principle shader into the material output type shift a and go through the vector and choose the bump node plug that into the normal input and the color of that color ramp into the height value we can see that we get a pretty good result so it looks like it's peeling up around the edges and now we can add some color to the material so let's type shift a and go to color and then choose mix RGB and plug it into the color of the principal shader and the top value I'm going to set to rust color and bottom I'm going to choose the color for the paint in this instance I'm going to use a yellow color and now if we take the color ramp that's our color mask and plug it into the mix vector we see that we have separated those two colors now I'd like to fake some shadow detail or some ambient occlusion so let's first move this color ramp to the top so we'll just rearrange these two and then move them back down keeping them organized so now that we have this height information it just looks a little flat where the paint is peeling because naturally it would create a little bit of shadow detail underneath and we can create that really easily let's first take this mix RGB and we'll duplicate it with shift D and we'll just drop it into the line we'll switch the blend type to multiply and we'll plug the second color ramp into the bottom value and let's switch the blend type to ease and we'll move the black slider as close as we can to the white let's add this to the viewer nodes so that we can see what we're doing well click the little plus tab to add another slider and we'll move it to the other side of the black and now we've created this little border let's change that to a white color so we have white black white and now that we we have that we can see that we've created this this effect that's just simulating a shadow so now let's add this second mix RGB to the the viewer node so that we can match this up and we'll take this black value and just adjust it so that it meets the edge of this mask no it's looking pretty good okay so we'll check it out in a rendered view it's a bit dark but that's okay because we'll be making a node so we'll add that ambient occlusion value to our node group so that we can control whether it's you know lighter or darker one more thing that I want to do is I want to add some different variations in the roughness so if we type shift a again and then choose color and mix RGB we can plug this right into the roughness input on the principle jitter and just as before the top color input represents the rust and the bottom is the paint so for the paint I want this to be a darker value because I wanted to be more specular or more shiny I suppose and the rust will be less glossy so now let's use that color ramp mask as the mix factor and I think I want to make this a little less dark so that it's not so glossy it should be it should be a little rough okay it's not looking too bad maybe one more thing I'd like to do is make the paint look a little dirty or grimy because it does look a little too clean at the moment for something that's peeled and rusted to naturally look a little dirty so let's duplicate this mix our GPU note and we'll change this rust color to something else something like a greenish Brown and we'll plug this color into the second color slot which was the paint and now we'll duplicate this noise texture and let's just adjust the scale and plug in the mapping node and we'll use that factor as the mixed value okay it's maybe a bit too dark so I can adjust that color because I want the effect to be really quite subtle okay it's better and then maybe take the scale back down some and after you're finished adjusting your settings to the way that you'd like them we can actually turn this material into a node group so let's first organize everything so that it makes some visual sense so first at the top we have all of the color detail and then we have that ambient occlusion in the middle and then the bump on the bottom so let's box select everything and then type control G and that turns us into a new group and let's select this input node and we need to decide what we want plugged into it the first thing is probably the color of the paint so we'll just plug this right in and if we hit the end key it'll bring up our side panel here and it shows all of the inputs and outputs that we're adding so the next thing we can plug in the color of the rust and we can change the names up in the this little input box so I'll change the first from the paint and the second one rust and so probably the next thing that we should add is the scale of the effect and then also the detail and distortion slider as we can add those as well and then finally we need to add the ambient occlusion effect too because we said we wanted some control over how dark that effect is so we'll plug the mix factor into that input node so let's change the name of that one from factor to a oh and I think that'll do it for the inputs we could add some other things like the color of the grimy dirt as well but I'm just going to leave it as it is next we can pound straight on the outputs and we have all of the outputs already plugged in so I want to switch the normal or the bump to the bottom and the middle one we need to change this color to roughness okay so let's get out of the edit mode by pressing tab and let's pull our node all the way out and so now we have all of these settings just directly in this one group to control all of these different effects we can change the color we can scale the effect to make it larger or smaller or we can add the with this distortion value we can actually make it look like there's like a scratch to paint effect which looks pretty cool now let's change the name of this node to we'll just click here in this little box and I'll call this peel to paint then as I said before we were going to discuss the add-on node to code it is a paid add on for the blender market but for me it's extremely worth it I think it's amazing when you install the idol and you have these settings down here so first I'm going to change the name to peel the paint and it's important that you have that node selected too as well so make sure that it's selected and then name it and click generate ad on which it adds that Python file here now you have to to find the place to export it to so in my case I'm just going to send it to the desktop this add-on will actually do a lot more than I'm demonstrating here you can actually select multiple nodes and create a Python file with several shaders where I create custom icons and do lots of other stuff too but this we're just keeping it simple so I've just exported that to my desktop now I've opened the new blend file and I'll go to edit preferences and then in add-ons I'll click install and then locate the add-on this peeled paint zip and install add-on from file and here it is so just check this little box and then click save preferences now when you're working in blender if you say switch two cycles go to rendered view open up the shader editor now down here at the very bottom we have this peeled paint options so we can click Add setup and our node just appears in blender so it's amazing you can save these in and just use them to help speed up your workflow let me know what you guys think about making these custom material node groups out of generated textures I really kind of enjoy the process and would like to make more so if you guys are into it just you know drop a comment and let me know I do have my own add-on coming to the blender market very soon it's called mask tools and it's a way of texture painting with noise and adding a variety of other effects to your models to help with the texturing process you can do some pretty interesting stuff with it I actually used the tipsters node to code to create this add-on I'll leave a link to the the add-on node to code in the description if you want to check it out I highly recommend you to and I'll keep you posted on when my ed one comes up as well that's it for this video guys thanks for watching I'll see you in the next one
Info
Channel: Wayward Art Company
Views: 59,448
Rating: 4.9756985 out of 5
Keywords: Procedural textures, B3d, Blender, Animation, Game developement, CG
Id: 5LYF4sJ3tBo
Channel Id: undefined
Length: 13min 57sec (837 seconds)
Published: Sun May 12 2019
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.