Blender - Metal Material Procedural Shader Method (Blender 2 8)

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This is my thought pattern on creating node based procedural shaders in Blender, or any 3D software like it. This layer-based buildup and break-up approach has worked for me countless times. 20 minutes here could revolutionize your understanding of nodes and quick shader construction. If you're there already, there could be some gold nuggets here for you as well. This works in EEVEE and Cycles.

Images used for reference and educational purposes listed in this video:

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The vase is bronze but your tutorial is gold!

yvesmolina
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Thanks for this, dood - one of the best Blender shading tutorials out there ⭐⭐⭐⭐⭐!

gopherproxy
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This was very good explanation of procedural shader. Understood the basics. Hard to find videos like these

shashankshekhar_
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Thank you very very much sharing this.
Really want another tutorial about how to set up light and stage in this demo.

vincixu
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Really liked this video. Even if you aren't trying to make weathered bronze it can be used to make a really cool texture.

icedriver
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Didn't know about dragging and dropping color between shader nodes. Thanks😀

RonHicks
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Fantastic work. You're a magician! Thanks brother. 🎵👍🎵

joeabstractjoe
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Oh man! When you mentioned rust I need to put a rusty knife with my brass knucks! Thanks😀

RonHicks
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Thanks!!...a good way to visit the node editor!

MrGianpierozazoo
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Great tutorial, so clear and easy to follow helping so much with this node stuff making it much simple. It helped me to change image texture I have replaced following your example and it looks really cool though my musgrave effect is not exactly the same but still it look so cool and much better and interesting than before. TY TY TY, Bests

valentinzunec
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I have some brass knuckles I modeled a couple of months ago and watched a shader tutorial by Chris Penninger. It was super technical, but I think i can the look I want if I try your technique. Thanks😀

RonHicks
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Great job. Thx. Keep up the awesome noding...

swamihuman
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Thank you for this tutorial? Do you happen to have a video or maybe notes on your studio lighting?

RaduButarascu
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Curious as to why the ColorRamp neutralizes the red color, and why it was there to start - that part totally went over my head. thanks for any thoughts.

jeffg
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I think the copper parts (the non-green-parts) do not have a bump map, right? Can you check?

TeenstarletsInfo
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How did you make the "handles" or what the heck you'd call it on the vase? It's so smooth

kevinsundelin
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you can share this file? my result is a very away from yours (and this is not a goot thing lolol)

sharkds
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Yeah, Blender nodes have a problem at this point. Having to neutralize the musgrave (which can output all over the place) when used to drive the fac of a mix shader does not make sense. The fac input cannot be driven with a value node of plus or minus a gazillion, but if it comes from somewhere else it is allowed. In this case a musgrave, but I've seen it also with contrast/brightness node.


If you want to see what is actually happening in a musgrave, you need to use it as a bump as color can clip. Or make yourself a rescale/normalize value node group to ensure it doesn't clip. If you don't, at least clamp the output to clip at 1 instead of risking feeding 14000 or something crazy into base color.

gottagowork
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Sir please make your node editor window larger.

hidgik
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Great tutorial. I've just got a couple of quick questions.
1) Musgrave node has been changed, so is the noise node now the more appropriate for this workflow?
2) Is there an easy way to tell the texture nodes of the uv map? Right now, the textures seem to get stretched where the geometry is 'stretched'
Thanks

element