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in this blender tutorial I'll show you
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how to create this procedural chunky
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concrete material and then after we
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create the procedural material I'll show
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you how to join the material together
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into this custom node group so that you
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have customizable values so we have this
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scale here so you can change the size of
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the material depending on the size of
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your object then we also have this
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detail value so you can make it less
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detailed and if you make it less
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detailed it almost looks like a stylized
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material then we just have the chunks
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detail so you can make the chunks less
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detailed you can kind of see they're
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more Shar on the edges or more detailed
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and then we also have the noise detail
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so you can make it really really tiny
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detailed or you can make it less
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detailed there then we have the
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different colors so we just have color
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one and then we also have color two then
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we have the chunks height so I can bring
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the chunks down or kind of bring them up
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depending on the height that I want so
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if I turn the chunks height the way up
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you can see there's just a few little
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chunks here and there or I can turn it
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down and have it very chunky and then we
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also have the chunk scale and then we
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have the noise scale as well we have the
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roughness of the material so you can
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make it really rough or really shiny and
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if you make it really shiny it almost
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looks like a chunk of metal and then we
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have the bump strength to change the
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surface bump and then we also have the
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displacement strength to pop out the
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mesh and if you'd like to help support
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the channel and purchase this material
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you can get that on my gumroad store and
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my patreon page with the links in the
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description and if you'd like to
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purchase all of my procedural materials
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then definitely check out my ultimate
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blender proed Dr material pack which has
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all of my proced Dr materials preset it
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for blender asset browser with custom
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thumbnails sorted catalogs and
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customizable node groups so once you set
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up the material pack as an asset Library
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into blender you can just open up the
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asset browser and you can drag and drop
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the materials into your 3D scenes you
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can also check out my procedural
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material packs which are just packs of
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10 materials and you can also get any of
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my materials individually on my GD store
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and to learn how to create any of my
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procedural materials you can check out
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my blender procedural material tutorial
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playlist the links are in the
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description so so real quick I'll show
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you what I have set up in the 3D
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viewport if you want to set it up the
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same way that I have so I went to the ad
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menu and I just added an ecosphere and
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right behind me on the ad IUS for
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settings I turn the subdivisions up to
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six so it is nice and smooth and round
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and I'll shade this smooth and also if I
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go into edit mode you can see there's
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lots of geometry and I want lots of
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geometry because we're going to be using
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the material displacements so the
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material displacements need lots of
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detailed geometry to actually displace
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the mesh now in object mode I'm going to
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scale this object down by like a 2 and
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then I'll press CR a and apply the scale
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because the default objects in blender
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are quite large so I want to make them a
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bit smaller I'm going to move this
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sphere over here and then I'll also go
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to the add menu and I thought it would
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be cool to add the material onto a cube
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so I'll add a cube and I'll scale the
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cube way down and I can move the cube
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over and I can just kind of rotate the
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cube over like this let's go into edit
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mode and I'm going to press crl e with
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everything selected in edit mode and I'm
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going to click on subdivide now right
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behind me you can see there's the
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subdivide setting settings and I'm going
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to turn this up really big maybe turn it
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up to like a 20 or maybe even like a 30
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and then I'll use the object context
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menu and shade it smooth now also I'm
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going to press control 2 and control 2
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is going to add a subdivision surface
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modifier with two levels on the object
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and I'm doing that because we're going
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to be using the material displacements
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so I want lots of geometry for the
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material displacements to actually pop
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out of the mesh and then scale this down
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and you can press crl a and just apply
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the scale then I also added a camera and
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I just pointed the camera at the objects
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and if you select the camera and go to
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the object data properties of the camera
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I turned the focal length up to 80 just
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to kind of Zoom the camera in a little
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bit now as for the lighting I added
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these different area lights right here
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so this area light is kind of on the
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front but more to the side and I turned
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the power to 70 then we have these two
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backlights here so these are both turned
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up to
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250 and these are kind of an orangey
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color just to give some cool lighting
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and then also to get some cool lighting
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and Reflections I added in this hdri
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here so I added in this Bloomberg
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Sunrise 2 1K HD and this is a free HD
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from poly haven.com so I'll have the
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link in the video description if you'd
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like to download the same hdri that I'm
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going to be using so once you download
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the HD you can click on the yellow dot
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here next to color you can choose
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environment texture and then click on
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the open button and just open up the
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hdri now let's also go up here to the
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render properties and it's really
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important that you use the Cycles
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rendering engine because the material
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displacements will not work in even so
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make sure that you're using cycles and
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then also open up the film Tab and I'm
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going to turn on the transparent button
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just so that the background is
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transparent so it's still going to light
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the scene but it's not quite as
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distracting and then also right down
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here I'm going to go to the color
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management and I'm going to turn the
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view transform to filmic and I'll change
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the look to very high contrast so I'm in
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the shading workspace so I have the 3D
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viewport right over here and I'll go
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into the rendered mode I'm just going to
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select one of the objects and then I
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have the Shader editor right over here
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so I'll click on new to add a new
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material I'm going to drag and drop this
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material onto both objects so they have
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the same material and I'll rename this
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material the chunky concrete now I'm
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also going to be using the node Wrangler
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add-on to preview different nodes so you
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can click on edit and you can go to the
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preferences and over here on the add-ons
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tab you can click on the search and you
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can search for node and just enable the
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node Wrangler add-on so it's built in a
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blender and I'll show you how to use it
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in the video so what I'm first going to
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do is go to the ad menu and I'm going to
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search for a voro texture and I'll also
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go to the ad menu and I'm going to
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search for a noise texture and these are
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going to be the two base textures now
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because we turned on the Node Wrangler
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add-on you can hold down the control and
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shift key and then select different
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nodes and that's going to preview the
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node on the object now with the voro
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texture selected I'll press contrl T and
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that's going to add the texture
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coordinate and mapping nodes and I want
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to use the object coordinates because
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the object coordinates will place the
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texture on the object more evenly so
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let's put the object into the vector and
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then I want the object coordinates to to
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be on both of these textures so we're
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also going to put the vector to the
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vector of this one here so now let's
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change some of the voro settings so I'll
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click on the F1 here and I'll change
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this to the distance to Edge instead and
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that way we're going to get those cool
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chunks there and then we'll change the
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scale to a seven let's turn the detail
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to 15 so it's very detailed and the
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roughness I'll turn up to like a 0.54
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and then this lack and a I'll turn up to
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five and this is going to add even
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smaller chunks in the larger chunks and
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then I'll leave the random it one let's
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control shift and select this noise
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texture and I can change these settings
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as well so I'll turn the scale to a 12
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also turn the detail to 15 so it's
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really detailed and I'll leave the other
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settings how they are so let's control
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shift and select the voro texture again
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and I want to change the colors so I'll
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go to the ad menu and I'm going to
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search for a color amp and we'll put the
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color amp after the voro so now I can
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drag the white Tab and I can also drag
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the black tab let's just drag the white
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tab kind of over here and then drag the
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black tab kind of over here so you can
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see as I drag this over it's just
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starting to make those little black
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areas pop out and then this white color
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here I'm just going to turn this a
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little bit down so it's kind of like a
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light gray and the light gray color that
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I'm going to be using if you go here to
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the hex value you can punch in a hex
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value of ba ba ba if you want to use the
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exact same color that I'm using and I'll
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drag this a little bit back and drag the
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black tub over a little bit more so now
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I can see it's white with some little
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black chunks now later on in the
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tutorial when we create the custom node
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group I want to be able to control the
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height of those chunks so I'll go to the
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ad menu and I'll search for a hue
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saturation value and we'll put this
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after the color ramp now the Hue
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saturation value has the value and the
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value is going to make it lighter and
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darker and so when we actually control
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this in the custom node group that's
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going to change the height cuz it's
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controlling the colors so we'll be using
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that later so I now want to mix the two
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textur together so the voro and the
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noise so what I'll do is select the
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noise texture and then I'll hold down
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the shift key and select the Hue
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saturation value and I can press contrl
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0 control 0 is going to add this mix
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node so I'll drag this up here and on
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the mix type I want to change this to
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darken instead now the noise texture I
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want that to be going into color a and
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then this Hue saturation value color
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that is going to go into the factor so
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now we have this set to darken here on
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the type and on color B I can make this
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fully black so by making it fully black
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you can see that there is the voro
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texture you can see there's kind of
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those chunks there but then there's also
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some parts where it's pretty noisy so
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we're mixing those two textures together
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now after the darken I want to change
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00:08:36,440 --> 00:08:40,080
the colors even more so I'll go to the
269
00:08:38,120 --> 00:08:42,080
ad menu I'll search for another color
270
00:08:40,080 --> 00:08:43,360
ramp and we'll put this after the darken
271
00:08:42,080 --> 00:08:45,720
and I can just use this to edit the
272
00:08:43,360 --> 00:08:47,240
colors further so let's make the black
273
00:08:45,720 --> 00:08:49,320
tab kind of over here so it's a little
274
00:08:47,240 --> 00:08:51,399
bit darker then I'll drag the white over
275
00:08:49,320 --> 00:08:52,839
so it's a bit more contrasty to about
276
00:08:51,399 --> 00:08:55,480
there and then I'll hold down the
277
00:08:52,839 --> 00:08:57,640
control key and click to add another tab
278
00:08:55,480 --> 00:08:59,560
we can drag this tab around you can see
279
00:08:57,640 --> 00:09:01,600
if I drag it over here or drag it back
280
00:08:59,560 --> 00:09:03,519
you can kind of see those chunks better
281
00:09:01,600 --> 00:09:04,800
so let's just drag it to about here but
282
00:09:03,519 --> 00:09:06,880
then I want to make it kind of a light
283
00:09:04,800 --> 00:09:09,160
color so it's more subtle and the hex
284
00:09:06,880 --> 00:09:13,000
value of this light gray color is going
285
00:09:09,160 --> 00:09:15,000
to be a hex value of DB DB DB so let's
286
00:09:13,000 --> 00:09:17,600
just zoom out here and this is going to
287
00:09:15,000 --> 00:09:19,480
be the base of our texture so if we box
288
00:09:17,600 --> 00:09:21,600
select all these nodes we can press
289
00:09:19,480 --> 00:09:23,480
contrl J just to join them together into
290
00:09:21,600 --> 00:09:25,240
a frame this is totally optional you
291
00:09:23,480 --> 00:09:26,880
don't have to do it but I like to join
292
00:09:25,240 --> 00:09:28,920
them into a frame just to keep my nodes
293
00:09:26,880 --> 00:09:32,279
nicely organized and if you click on the
294
00:09:28,920 --> 00:09:34,560
frame and press f2 you can add a label
295
00:09:32,279 --> 00:09:36,760
and I'm going to call this like base
296
00:09:34,560 --> 00:09:38,720
texture cuz this is the main texture and
297
00:09:36,760 --> 00:09:41,600
then if we box select these nodes you
298
00:09:38,720 --> 00:09:43,880
can press contrl J to add a frame you
299
00:09:41,600 --> 00:09:45,920
can press f2 to add a label and I'm
300
00:09:43,880 --> 00:09:47,360
going to rename this to mapping again
301
00:09:45,920 --> 00:09:48,920
totally optional but I just like to keep
302
00:09:47,360 --> 00:09:50,640
my noes really nicely organized so
303
00:09:48,920 --> 00:09:52,399
they're easier to understand all right
304
00:09:50,640 --> 00:09:53,920
so let's drag the principal Shader back
305
00:09:52,399 --> 00:09:56,040
here and the material output and I now
306
00:09:53,920 --> 00:09:57,800
want to create the base colors so I'll
307
00:09:56,040 --> 00:10:00,160
go to the add menu and we can add
308
00:09:57,800 --> 00:10:02,240
another mix color let's drop the mixed
309
00:10:00,160 --> 00:10:04,360
color here after the color ramp and I
310
00:10:02,240 --> 00:10:06,600
want to put the color ramp color into
311
00:10:04,360 --> 00:10:08,600
the factor so now the white and black
312
00:10:06,600 --> 00:10:09,839
values are going into the factor so
313
00:10:08,600 --> 00:10:11,440
they're going to determine what parts
314
00:10:09,839 --> 00:10:13,480
are going to be color a and what parts
315
00:10:11,440 --> 00:10:15,839
are going to be color B now the mixed
316
00:10:13,480 --> 00:10:18,240
result can go into the base color but
317
00:10:15,839 --> 00:10:19,800
let's now change the colors for the mix
318
00:10:18,240 --> 00:10:21,880
so here on color a I'm going to make
319
00:10:19,800 --> 00:10:24,360
this fully black and then here on color
320
00:10:21,880 --> 00:10:26,040
B I just want to make this a dark gray
321
00:10:24,360 --> 00:10:28,240
color and if you want to use the same
322
00:10:26,040 --> 00:10:30,000
exact hex values the black color is
323
00:10:28,240 --> 00:10:33,120
fully black so the hex X values will
324
00:10:30,000 --> 00:10:34,839
just be 6 zeros but then color B here if
325
00:10:33,120 --> 00:10:38,560
you go to the hex value this is going to
326
00:10:34,839 --> 00:10:40,240
be 28 28 28 so let's contrl shift and
327
00:10:38,560 --> 00:10:42,560
select the principal Shader we can drag
328
00:10:40,240 --> 00:10:44,920
this back here let's drag this up and if
329
00:10:42,560 --> 00:10:47,120
I select this mix I'll press contrl J to
330
00:10:44,920 --> 00:10:49,320
join it together into a frame I'll press
331
00:10:47,120 --> 00:10:51,000
f2 to add a label and I can just rename
332
00:10:49,320 --> 00:10:52,959
this to base color we're also going to
333
00:10:51,000 --> 00:10:54,920
be adding another mixed color later to
334
00:10:52,959 --> 00:10:56,639
mix in another texture so that's why I'm
335
00:10:54,920 --> 00:10:58,680
adding the frame there so let's now
336
00:10:56,639 --> 00:11:00,320
create that other group of textures so
337
00:10:58,680 --> 00:11:02,200
we're going to add another noise texture
338
00:11:00,320 --> 00:11:04,040
so I'll go to the ad menu we'll search
339
00:11:02,200 --> 00:11:05,839
for a noise texture let's just drop it
340
00:11:04,040 --> 00:11:07,519
down here and then I want to use the
341
00:11:05,839 --> 00:11:09,320
same texture coordinate in mapping so
342
00:11:07,519 --> 00:11:11,320
that we're using the object coordinates
343
00:11:09,320 --> 00:11:13,320
so let's put the vector into the vector
344
00:11:11,320 --> 00:11:14,880
of the noise texture and I'll contrl
345
00:11:13,320 --> 00:11:16,839
shift and select the noise texture
346
00:11:14,880 --> 00:11:19,040
preview it and we can change some of the
347
00:11:16,839 --> 00:11:20,760
settings so I'll turn the scale to 40
348
00:11:19,040 --> 00:11:23,079
cuz I want to be pretty detailed we'll
349
00:11:20,760 --> 00:11:25,839
turn the detail to the max of 15 and
350
00:11:23,079 --> 00:11:27,160
I'll turn the roughness up to like 8.6
351
00:11:25,839 --> 00:11:29,680
and I also want to make this more
352
00:11:27,160 --> 00:11:32,240
contrasty so I'll go to the ad menu and
353
00:11:29,680 --> 00:11:34,320
I'm going to search for a color ramp
354
00:11:32,240 --> 00:11:36,880
we'll put the color ramp here after the
355
00:11:34,320 --> 00:11:38,519
noise texture so now I can drag the
356
00:11:36,880 --> 00:11:40,160
white Tab and black tab around and I'm
357
00:11:38,519 --> 00:11:42,040
actually going to flip the values so
358
00:11:40,160 --> 00:11:44,000
I'll put the white tab kind of over here
359
00:11:42,040 --> 00:11:46,720
and the black tab I'll put that kind of
360
00:11:44,000 --> 00:11:48,920
out there so it's pretty contrasty so I
361
00:11:46,720 --> 00:11:51,320
can select these nodes I can join them
362
00:11:48,920 --> 00:11:53,800
into a frame and I can add a label and
363
00:11:51,320 --> 00:11:55,200
I'm just going to call this noise so now
364
00:11:53,800 --> 00:11:57,360
I want to take this noise and I want to
365
00:11:55,200 --> 00:11:59,320
put it into the base color because if I
366
00:11:57,360 --> 00:12:00,880
control shift and select this mix here
367
00:11:59,320 --> 00:12:03,079
you can see it's kind of subtle and
368
00:12:00,880 --> 00:12:04,519
there isn't too much detail so I want to
369
00:12:03,079 --> 00:12:06,000
add this noise texture into the base
370
00:12:04,519 --> 00:12:08,440
color to make some parts lighter and
371
00:12:06,000 --> 00:12:10,600
darker and just add more detail so I'll
372
00:12:08,440 --> 00:12:12,320
select the mix color I'll press Shifty
373
00:12:10,600 --> 00:12:14,240
to duplicate it and we can drop it down
374
00:12:12,320 --> 00:12:17,600
here and make sure the result is going
375
00:12:14,240 --> 00:12:19,639
to the base color so now this mix here
376
00:12:17,600 --> 00:12:22,040
this is going to go into color a and
377
00:12:19,639 --> 00:12:24,560
then this noise texture color ramp this
378
00:12:22,040 --> 00:12:27,079
is going to go into the factor and then
379
00:12:24,560 --> 00:12:29,000
color B here this is going to be fully
380
00:12:27,079 --> 00:12:30,680
black so if I control shift and select
381
00:12:29,000 --> 00:12:32,760
the mix here you can see it's going to
382
00:12:30,680 --> 00:12:34,560
be darker and actually what I want to do
383
00:12:32,760 --> 00:12:36,600
is just add the dark values from the
384
00:12:34,560 --> 00:12:39,440
noise so if we click on this mix here we
385
00:12:36,600 --> 00:12:41,279
can change it to darken so now I can
386
00:12:39,440 --> 00:12:43,279
control shift and select the mix and
387
00:12:41,279 --> 00:12:44,839
control shift and select the darken you
388
00:12:43,279 --> 00:12:46,800
can see the difference so there's just
389
00:12:44,839 --> 00:12:48,480
lots more detail and some little dark
390
00:12:46,800 --> 00:12:50,199
areas here and there and so make sure
391
00:12:48,480 --> 00:12:52,519
the darken result is going into the base
392
00:12:50,199 --> 00:12:54,920
color and I can control shift and select
393
00:12:52,519 --> 00:12:56,440
the principal Shader to preview it now
394
00:12:54,920 --> 00:12:57,880
it's still not looking really like
395
00:12:56,440 --> 00:12:59,360
concrete right now and that's because it
396
00:12:57,880 --> 00:13:01,360
doesn't really have any bump so we're
397
00:12:59,360 --> 00:13:03,160
going to be adding the bump as well but
398
00:13:01,360 --> 00:13:05,720
first I want to add the roughness cuz
399
00:13:03,160 --> 00:13:07,519
it's definitely too shiny so I'm going
400
00:13:05,720 --> 00:13:09,120
to take this color amp color and I'm
401
00:13:07,519 --> 00:13:11,040
going to plug that into the roughness so
402
00:13:09,120 --> 00:13:12,880
that there's some variation between some
403
00:13:11,040 --> 00:13:14,800
parts being more rough and other parts
404
00:13:12,880 --> 00:13:16,800
being more shiny but I want to control
405
00:13:14,800 --> 00:13:18,639
how rough and shiny it is so I'll go to
406
00:13:16,800 --> 00:13:20,360
the ad menu and I'm going to search for
407
00:13:18,639 --> 00:13:22,079
a color ramp and we'll put the color
408
00:13:20,360 --> 00:13:23,800
ramp in The Wire between the color ramp
409
00:13:22,079 --> 00:13:25,279
and the principal Shader just drop it
410
00:13:23,800 --> 00:13:27,000
there and then we can change the colors
411
00:13:25,279 --> 00:13:28,880
of the color amp to make it lighter or
412
00:13:27,000 --> 00:13:30,360
darker so if it's lighter it's going to
413
00:13:28,880 --> 00:13:32,600
be more more rough and if it's darker
414
00:13:30,360 --> 00:13:35,320
it's going to be more shiny so on this
415
00:13:32,600 --> 00:13:37,560
black tab here I'm going to make this a
416
00:13:35,320 --> 00:13:40,000
light gray color and the hex value is
417
00:13:37,560 --> 00:13:41,560
going to be 69 now later on in the
418
00:13:40,000 --> 00:13:43,880
custom node group I want to be able to
419
00:13:41,560 --> 00:13:45,680
control the roughness values so if we
420
00:13:43,880 --> 00:13:47,279
control the light and dark values
421
00:13:45,680 --> 00:13:49,120
that'll control the roughness so let's
422
00:13:47,279 --> 00:13:51,360
go to the ad menu we can search for a
423
00:13:49,120 --> 00:13:53,240
hue saturation value and put this after
424
00:13:51,360 --> 00:13:54,680
the color amp and so now we have the
425
00:13:53,240 --> 00:13:56,480
value here which is going to make it
426
00:13:54,680 --> 00:13:59,279
lighter and darker so that'll make it
427
00:13:56,480 --> 00:14:01,560
look more rough or more shiny so You Can
428
00:13:59,279 --> 00:14:04,399
Box select these nodes you can join them
429
00:14:01,560 --> 00:14:06,240
into a frame you can select the frame
430
00:14:04,399 --> 00:14:08,639
and you can add a label and I'm just
431
00:14:06,240 --> 00:14:11,560
going to call this roughness again just
432
00:14:08,639 --> 00:14:13,519
to keep things nicely organized so now I
433
00:14:11,560 --> 00:14:15,399
want to add this noise texture into the
434
00:14:13,519 --> 00:14:17,560
normal to give it some bump so let's
435
00:14:15,399 --> 00:14:19,240
take the color amp color from this noise
436
00:14:17,560 --> 00:14:21,519
group we're going to put that into the
437
00:14:19,240 --> 00:14:23,680
roughness but then to fix the weird
438
00:14:21,519 --> 00:14:25,880
shading issues we need to convert the
439
00:14:23,680 --> 00:14:28,720
color data into normal data that the
440
00:14:25,880 --> 00:14:30,360
Shader can use so I'll go to the ad menu
441
00:14:28,720 --> 00:14:31,720
and I'm going search for a bump node and
442
00:14:30,360 --> 00:14:34,480
we'll put the bump node between the
443
00:14:31,720 --> 00:14:36,160
color amp and the normal and we want the
444
00:14:34,480 --> 00:14:38,399
color amp color to be going into the
445
00:14:36,160 --> 00:14:40,600
height value so it converts it to bump
446
00:14:38,399 --> 00:14:43,959
data so then here on the strength I can
447
00:14:40,600 --> 00:14:46,079
just turn this to a 0.15 so it is much
448
00:14:43,959 --> 00:14:48,320
more subtle so the last thing that I
449
00:14:46,079 --> 00:14:49,480
want to do is add the displacement so it
450
00:14:48,320 --> 00:14:51,120
actually looks really bumpy and
451
00:14:49,480 --> 00:14:52,800
interesting because right now it kind of
452
00:14:51,120 --> 00:14:55,160
looks like concrete but just not really
453
00:14:52,800 --> 00:14:57,240
that interesting and it's not bumpy so
454
00:14:55,160 --> 00:14:59,320
what I want to do is take this base
455
00:14:57,240 --> 00:15:01,120
texture we're going to take this color
456
00:14:59,320 --> 00:15:03,160
color and we're going to put this into
457
00:15:01,120 --> 00:15:05,279
the displacement but then we need to
458
00:15:03,160 --> 00:15:06,680
convert it to displacement data just
459
00:15:05,279 --> 00:15:09,079
like we did for the bump node we
460
00:15:06,680 --> 00:15:11,079
converted the color data into bump data
461
00:15:09,079 --> 00:15:13,279
so we need to convert the color into
462
00:15:11,079 --> 00:15:15,160
displacement data so we'll go to the ad
463
00:15:13,279 --> 00:15:17,000
menu and we're going to search for a
464
00:15:15,160 --> 00:15:19,160
displacement node we'll put the
465
00:15:17,000 --> 00:15:21,240
displacement here in the wire so drop it
466
00:15:19,160 --> 00:15:23,240
there and then drag it down and then we
467
00:15:21,240 --> 00:15:25,600
actually want this color imp color to be
468
00:15:23,240 --> 00:15:27,240
going into the height value so now it
469
00:15:25,600 --> 00:15:29,000
looks really bumpy but if you look on
470
00:15:27,240 --> 00:15:30,839
the edges it's not actually display
471
00:15:29,000 --> 00:15:32,800
placing the mesh that is because we need
472
00:15:30,839 --> 00:15:34,759
to open up the side panel here and we
473
00:15:32,800 --> 00:15:36,480
need to go to the material settings and
474
00:15:34,759 --> 00:15:38,759
on the displacement here instead of it
475
00:15:36,480 --> 00:15:41,160
being bump only we need to change it to
476
00:15:38,759 --> 00:15:43,160
displacement and bump so that it's using
477
00:15:41,160 --> 00:15:44,720
the displacements and if you don't see
478
00:15:43,160 --> 00:15:46,759
the setting that is probably because
479
00:15:44,720 --> 00:15:48,519
you're using blender Eevee so make sure
480
00:15:46,759 --> 00:15:49,959
you're using the Cycles rendering engine
481
00:15:48,519 --> 00:15:51,759
so that you can use the material
482
00:15:49,959 --> 00:15:53,560
displacements all right so I'll make the
483
00:15:51,759 --> 00:15:56,160
side panel smaller and you can see it's
484
00:15:53,560 --> 00:15:58,519
way too strong so I can change the scale
485
00:15:56,160 --> 00:16:00,680
here to make it more strong or less
486
00:15:58,519 --> 00:16:03,959
strong so I'm going to go with a scale
487
00:16:00,680 --> 00:16:05,399
value of like a 04 so now you can see
488
00:16:03,959 --> 00:16:07,720
all those chunks there are popping out
489
00:16:05,399 --> 00:16:09,759
of the mesh but it's not too strong and
490
00:16:07,720 --> 00:16:11,440
that is it for the procedural material
491
00:16:09,759 --> 00:16:13,120
so let's now join it together into a
492
00:16:11,440 --> 00:16:15,759
custom node group so we have more
493
00:16:13,120 --> 00:16:17,519
control over customizing the material so
494
00:16:15,759 --> 00:16:19,680
I'll click and drag and box select all
495
00:16:17,519 --> 00:16:22,120
the nodes except the material output and
496
00:16:19,680 --> 00:16:24,399
I'll press contrl G to join it together
497
00:16:22,120 --> 00:16:26,240
into a node group now if you hit the Tab
498
00:16:24,399 --> 00:16:28,120
Key you can go in and out of the node
499
00:16:26,240 --> 00:16:30,279
group with the node group selected so
500
00:16:28,120 --> 00:16:32,199
I'll hit tab to go out of the node group
501
00:16:30,279 --> 00:16:34,319
I'll drag the node group over here next
502
00:16:32,199 --> 00:16:36,360
to the material output and I can drag it
503
00:16:34,319 --> 00:16:38,759
out to make it bigger and then I will
504
00:16:36,360 --> 00:16:41,120
copy the material name and paste it here
505
00:16:38,759 --> 00:16:42,920
in the node group now if you hit tab to
506
00:16:41,120 --> 00:16:45,279
go into the node group you can hit the
507
00:16:42,920 --> 00:16:47,120
end key to open up the side panel you
508
00:16:45,279 --> 00:16:49,319
can click on the group Tab and then here
509
00:16:47,120 --> 00:16:51,600
on the bsdf I want to rename this to
510
00:16:49,319 --> 00:16:53,279
Shader just because I like that better
511
00:16:51,600 --> 00:16:55,399
so outside of the node group you can see
512
00:16:53,279 --> 00:16:57,959
it says Shader so let's go back into the
513
00:16:55,399 --> 00:17:00,680
node group and right over here if you go
514
00:16:57,959 --> 00:17:02,600
over here to this group input we can
515
00:17:00,680 --> 00:17:04,480
plug values up to the group input to
516
00:17:02,600 --> 00:17:06,520
control them outside of the node group
517
00:17:04,480 --> 00:17:09,199
so this mapping is plugged up to all the
518
00:17:06,520 --> 00:17:11,039
textures and so the mapping scale is
519
00:17:09,199 --> 00:17:13,480
going to change the size of the entire
520
00:17:11,039 --> 00:17:15,640
material so let's put the scale into the
521
00:17:13,480 --> 00:17:17,959
socket there and then if I click on the
522
00:17:15,640 --> 00:17:20,160
scale you can see it's three values but
523
00:17:17,959 --> 00:17:21,880
I instead want it to be one value so
524
00:17:20,160 --> 00:17:24,079
we'll click on the type here and we'll
525
00:17:21,880 --> 00:17:26,760
change it to float instead that'll make
526
00:17:24,079 --> 00:17:29,080
it one value and on the default value
527
00:17:26,760 --> 00:17:30,760
we'll turn that to one and if we hit the
528
00:17:29,080 --> 00:17:32,840
Tab Key to go outside of the node group
529
00:17:30,760 --> 00:17:34,799
we need to turn the scale back to one
530
00:17:32,840 --> 00:17:36,880
but now that'll control the entire size
531
00:17:34,799 --> 00:17:38,760
of all the textures so it'll change the
532
00:17:36,880 --> 00:17:40,240
size the material so let's go back into
533
00:17:38,760 --> 00:17:42,120
the node group now I also want to
534
00:17:40,240 --> 00:17:43,960
control the detail and so we have these
535
00:17:42,120 --> 00:17:45,720
two base textures here and they both
536
00:17:43,960 --> 00:17:47,520
have detail values so I'll put the
537
00:17:45,720 --> 00:17:49,280
detail into the extra socket and then
538
00:17:47,520 --> 00:17:51,600
the other detail I'm going to put that
539
00:17:49,280 --> 00:17:53,679
into the same socket so this detail will
540
00:17:51,600 --> 00:17:55,400
control both of the details of both
541
00:17:53,679 --> 00:17:56,840
textures at the same time now what I
542
00:17:55,400 --> 00:17:58,679
also want to do is just control the
543
00:17:56,840 --> 00:18:00,280
chunks detail and we have this roughness
544
00:17:58,679 --> 00:18:01,919
Val value here which does a really good
545
00:18:00,280 --> 00:18:04,080
job doing that so let's put the
546
00:18:01,919 --> 00:18:05,679
roughness into the extra socket and then
547
00:18:04,080 --> 00:18:08,559
if I double click on this to rename it
548
00:18:05,679 --> 00:18:09,880
I'll rename it to chunks detail and then
549
00:18:08,559 --> 00:18:12,240
I also want to do the same thing for the
550
00:18:09,880 --> 00:18:14,039
noise so the noise has a roughness value
551
00:18:12,240 --> 00:18:15,600
which can make it look super detailed so
552
00:18:14,039 --> 00:18:17,799
I'll put the roughness into the extra
553
00:18:15,600 --> 00:18:20,760
socket double click on this to rename it
554
00:18:17,799 --> 00:18:22,600
and I'll just rename it to noise detail
555
00:18:20,760 --> 00:18:24,600
then I want to control the colors so
556
00:18:22,600 --> 00:18:26,840
drag the group input right up here let's
557
00:18:24,600 --> 00:18:29,159
drag it over here and you can see that
558
00:18:26,840 --> 00:18:30,960
color a and color B on both of these
559
00:18:29,159 --> 00:18:33,200
they're both fully black so I'm going to
560
00:18:30,960 --> 00:18:34,880
put a into the extra socket and then
561
00:18:33,200 --> 00:18:36,520
this other one here B will'll put that
562
00:18:34,880 --> 00:18:38,440
into the same socket since they're both
563
00:18:36,520 --> 00:18:39,880
black and I'll double click on this to
564
00:18:38,440 --> 00:18:42,919
rename it and I'll rename it to color
565
00:18:39,880 --> 00:18:44,960
one then here on B this is the dark gray
566
00:18:42,919 --> 00:18:46,520
so we can put that into the extra socket
567
00:18:44,960 --> 00:18:48,600
I'll double click on this and rename it
568
00:18:46,520 --> 00:18:51,200
to color two then I want to control the
569
00:18:48,600 --> 00:18:54,000
chunk height so this Hue saturation
570
00:18:51,200 --> 00:18:56,440
value has a value which makes the colors
571
00:18:54,000 --> 00:18:58,440
lighter or darker and so by turning the
572
00:18:56,440 --> 00:19:00,320
value up and down that is going to make
573
00:18:58,440 --> 00:19:01,720
it like lighter and darker and because
574
00:19:00,320 --> 00:19:04,000
that is eventually going into the
575
00:19:01,720 --> 00:19:06,120
displacement it's actually affecting the
576
00:19:04,000 --> 00:19:07,960
displacement so we can put the value
577
00:19:06,120 --> 00:19:09,720
into the extra socket here double click
578
00:19:07,960 --> 00:19:11,880
on this to rename it and I can rename it
579
00:19:09,720 --> 00:19:13,720
to chunks height then I want to control
580
00:19:11,880 --> 00:19:15,960
the chunk scale so we can just go here
581
00:19:13,720 --> 00:19:17,960
to the voro we can take that scale value
582
00:19:15,960 --> 00:19:19,760
and just put that into the extra socket
583
00:19:17,960 --> 00:19:22,360
and I'll rename this one on the side
584
00:19:19,760 --> 00:19:24,080
panel here to chunk scale then I want to
585
00:19:22,360 --> 00:19:25,600
be able to control the noise scale so
586
00:19:24,080 --> 00:19:27,679
we'll just take the scale from the noise
587
00:19:25,600 --> 00:19:29,799
and put that into the extra socket and
588
00:19:27,679 --> 00:19:31,280
let's just rename this to noise scale
589
00:19:29,799 --> 00:19:33,200
then I want to control the roughness of
590
00:19:31,280 --> 00:19:35,679
the material so I'll select the group
591
00:19:33,200 --> 00:19:37,440
input here and I'll drag the group input
592
00:19:35,679 --> 00:19:39,880
somewhere over here and you can see
593
00:19:37,440 --> 00:19:41,919
there's this roughness so the roughness
594
00:19:39,880 --> 00:19:43,960
has this value and the value is going to
595
00:19:41,919 --> 00:19:46,039
make it lighter or darker that is
596
00:19:43,960 --> 00:19:48,320
changing the roughness so I'll put the
597
00:19:46,039 --> 00:19:49,720
value into the extra socket here let's
598
00:19:48,320 --> 00:19:51,960
double click on this to rename it and
599
00:19:49,720 --> 00:19:53,520
I'll rename it to roughness then I want
600
00:19:51,960 --> 00:19:55,799
to control the bump strength so we'll
601
00:19:53,520 --> 00:19:58,080
drag the group input down here or drag
602
00:19:55,799 --> 00:19:59,480
it over here and let's take the bump
603
00:19:58,080 --> 00:20:01,440
strength here here we'll put that into
604
00:19:59,480 --> 00:20:02,919
the extra socket and then double click
605
00:20:01,440 --> 00:20:05,240
on this to rename it and I'll rename it
606
00:20:02,919 --> 00:20:07,360
to bump strength and then I also want to
607
00:20:05,240 --> 00:20:09,159
control the displacement strength so
608
00:20:07,360 --> 00:20:11,120
let's take the scale and put that into
609
00:20:09,159 --> 00:20:13,440
the extra socket and I'll rename this
610
00:20:11,120 --> 00:20:15,400
one to displacement strength all right
611
00:20:13,440 --> 00:20:17,120
I'll drag the group input right back
612
00:20:15,400 --> 00:20:19,440
here I'll just drag it at the end of the
613
00:20:17,120 --> 00:20:22,000
node setup I'll hit the end key to close
614
00:20:19,440 --> 00:20:23,600
the side panel and I can hit the Tab Key
615
00:20:22,000 --> 00:20:25,159
to go outside of the node group so we
616
00:20:23,600 --> 00:20:27,640
have the scale value so you can change
617
00:20:25,159 --> 00:20:29,360
the size of the texture so it fits the
618
00:20:27,640 --> 00:20:31,000
scale of your object we also have this
619
00:20:29,360 --> 00:20:33,280
cool detail value so you can kind of
620
00:20:31,000 --> 00:20:35,039
make it look like a stylized chunky
621
00:20:33,280 --> 00:20:37,039
concrete if you want to do that then we
622
00:20:35,039 --> 00:20:38,679
also have the chunks detail and the
623
00:20:37,039 --> 00:20:40,320
noise detail and then we have the
624
00:20:38,679 --> 00:20:42,240
different colors here so color one and
625
00:20:40,320 --> 00:20:44,240
color two so you could like make color
626
00:20:42,240 --> 00:20:46,039
two kind of like a brownish color or a
627
00:20:44,240 --> 00:20:48,039
reddish color if you want it to look
628
00:20:46,039 --> 00:20:49,960
more like a brownish rock or something
629
00:20:48,039 --> 00:20:51,679
like that then we also have the chunk
630
00:20:49,960 --> 00:20:53,559
height so you can make it really small
631
00:20:51,679 --> 00:20:55,320
if you want to and just have it like
632
00:20:53,559 --> 00:20:57,559
less damaged or you can make it look
633
00:20:55,320 --> 00:21:00,200
super damaged and chunky then we have
634
00:20:57,559 --> 00:21:02,080
the chunk scale and then also the noise
635
00:21:00,200 --> 00:21:03,600
scale then we have the roughness of the
636
00:21:02,080 --> 00:21:04,600
material so if you turn the roughness
637
00:21:03,600 --> 00:21:06,200
way down it kind of looks like a
638
00:21:04,600 --> 00:21:08,320
metallic material and then we also have
639
00:21:06,200 --> 00:21:10,039
the bump strength and then finally the
640
00:21:08,320 --> 00:21:12,480
displacement strength to pop out the
641
00:21:10,039 --> 00:21:13,919
mesh so that'll be it for this tutorial
642
00:21:12,480 --> 00:21:15,440
so I hope you enjoyed this I hope you
643
00:21:13,919 --> 00:21:17,080
found it helpful and thank you for
644
00:21:15,440 --> 00:21:18,880
watching and if you'd like to help
645
00:21:17,080 --> 00:21:20,440
support me and this YouTube channel and
646
00:21:18,880 --> 00:21:22,559
purchase this material to use for your
647
00:21:20,440 --> 00:21:24,760
projects then you can get access to this
648
00:21:22,559 --> 00:21:27,039
material on my G store and my patreon
649
00:21:24,760 --> 00:21:28,760
page the links are in the description if
650
00:21:27,039 --> 00:21:30,679
you like using procedural material in
651
00:21:28,760 --> 00:21:32,559
your artworks and your projects then
652
00:21:30,679 --> 00:21:34,360
definitely check out my ultimate blender
653
00:21:32,559 --> 00:21:36,200
procedural material pack which comes
654
00:21:34,360 --> 00:21:38,279
with all of my procedural materials
655
00:21:36,200 --> 00:21:40,400
preset up for blender's asset browser
656
00:21:38,279 --> 00:21:42,320
with custom thumbnails sorted cataloges
657
00:21:40,400 --> 00:21:44,400
and customizable node groups so when you
658
00:21:42,320 --> 00:21:46,240
set up my ultimate material pack as an
659
00:21:44,400 --> 00:21:47,799
asset library in the blender you can
660
00:21:46,240 --> 00:21:50,520
drag and drop the materials from the
661
00:21:47,799 --> 00:21:52,799
asset Library into your 3D scenes to add
662
00:21:50,520 --> 00:21:54,159
materials to your project you can also
663
00:21:52,799 --> 00:21:56,720
purchase any of my materials
664
00:21:54,159 --> 00:21:58,159
individually on my gumd store and to
665
00:21:56,720 --> 00:21:59,919
learn how to create more procedural
666
00:21:58,159 --> 00:22:01,919
materials definitely check out my
667
00:21:59,919 --> 00:22:03,880
blender procedural material tutorial
668
00:22:01,919 --> 00:22:05,600
playlist here on YouTube the links are
669
00:22:03,880 --> 00:22:10,039
in the description so I hope you enjoyed
670
00:22:05,600 --> 00:22:10,039
the video and thank you for watching51836
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