All language subtitles for Procedural Chunky Concrete Material (Blender Tutorial) - English -generated) )

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian Download
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,040 --> 00:00:04,040 in this blender tutorial I'll show you 2 00:00:01,839 --> 00:00:06,000 how to create this procedural chunky 3 00:00:04,040 --> 00:00:07,680 concrete material and then after we 4 00:00:06,000 --> 00:00:09,200 create the procedural material I'll show 5 00:00:07,680 --> 00:00:11,240 you how to join the material together 6 00:00:09,200 --> 00:00:13,920 into this custom node group so that you 7 00:00:11,240 --> 00:00:15,759 have customizable values so we have this 8 00:00:13,920 --> 00:00:17,359 scale here so you can change the size of 9 00:00:15,759 --> 00:00:19,000 the material depending on the size of 10 00:00:17,359 --> 00:00:21,000 your object then we also have this 11 00:00:19,000 --> 00:00:22,359 detail value so you can make it less 12 00:00:21,000 --> 00:00:24,439 detailed and if you make it less 13 00:00:22,359 --> 00:00:26,560 detailed it almost looks like a stylized 14 00:00:24,439 --> 00:00:28,439 material then we just have the chunks 15 00:00:26,560 --> 00:00:29,560 detail so you can make the chunks less 16 00:00:28,439 --> 00:00:31,920 detailed you can kind of see they're 17 00:00:29,560 --> 00:00:33,800 more Shar on the edges or more detailed 18 00:00:31,920 --> 00:00:35,399 and then we also have the noise detail 19 00:00:33,800 --> 00:00:37,399 so you can make it really really tiny 20 00:00:35,399 --> 00:00:38,680 detailed or you can make it less 21 00:00:37,399 --> 00:00:40,200 detailed there then we have the 22 00:00:38,680 --> 00:00:42,920 different colors so we just have color 23 00:00:40,200 --> 00:00:45,079 one and then we also have color two then 24 00:00:42,920 --> 00:00:46,920 we have the chunks height so I can bring 25 00:00:45,079 --> 00:00:48,559 the chunks down or kind of bring them up 26 00:00:46,920 --> 00:00:50,199 depending on the height that I want so 27 00:00:48,559 --> 00:00:51,640 if I turn the chunks height the way up 28 00:00:50,199 --> 00:00:53,359 you can see there's just a few little 29 00:00:51,640 --> 00:00:55,359 chunks here and there or I can turn it 30 00:00:53,359 --> 00:00:58,079 down and have it very chunky and then we 31 00:00:55,359 --> 00:01:00,320 also have the chunk scale and then we 32 00:00:58,079 --> 00:01:01,640 have the noise scale as well we have the 33 00:01:00,320 --> 00:01:03,559 roughness of the material so you can 34 00:01:01,640 --> 00:01:05,080 make it really rough or really shiny and 35 00:01:03,559 --> 00:01:07,320 if you make it really shiny it almost 36 00:01:05,080 --> 00:01:08,840 looks like a chunk of metal and then we 37 00:01:07,320 --> 00:01:10,600 have the bump strength to change the 38 00:01:08,840 --> 00:01:12,159 surface bump and then we also have the 39 00:01:10,600 --> 00:01:14,119 displacement strength to pop out the 40 00:01:12,159 --> 00:01:15,960 mesh and if you'd like to help support 41 00:01:14,119 --> 00:01:17,640 the channel and purchase this material 42 00:01:15,960 --> 00:01:19,400 you can get that on my gumroad store and 43 00:01:17,640 --> 00:01:20,960 my patreon page with the links in the 44 00:01:19,400 --> 00:01:23,000 description and if you'd like to 45 00:01:20,960 --> 00:01:24,680 purchase all of my procedural materials 46 00:01:23,000 --> 00:01:26,960 then definitely check out my ultimate 47 00:01:24,680 --> 00:01:29,079 blender proed Dr material pack which has 48 00:01:26,960 --> 00:01:31,320 all of my proced Dr materials preset it 49 00:01:29,079 --> 00:01:33,280 for blender asset browser with custom 50 00:01:31,320 --> 00:01:35,159 thumbnails sorted catalogs and 51 00:01:33,280 --> 00:01:37,240 customizable node groups so once you set 52 00:01:35,159 --> 00:01:38,920 up the material pack as an asset Library 53 00:01:37,240 --> 00:01:40,920 into blender you can just open up the 54 00:01:38,920 --> 00:01:43,240 asset browser and you can drag and drop 55 00:01:40,920 --> 00:01:44,920 the materials into your 3D scenes you 56 00:01:43,240 --> 00:01:46,680 can also check out my procedural 57 00:01:44,920 --> 00:01:48,759 material packs which are just packs of 58 00:01:46,680 --> 00:01:51,560 10 materials and you can also get any of 59 00:01:48,759 --> 00:01:53,119 my materials individually on my GD store 60 00:01:51,560 --> 00:01:55,079 and to learn how to create any of my 61 00:01:53,119 --> 00:01:57,360 procedural materials you can check out 62 00:01:55,079 --> 00:01:59,000 my blender procedural material tutorial 63 00:01:57,360 --> 00:02:00,640 playlist the links are in the 64 00:01:59,000 --> 00:02:01,960 description so so real quick I'll show 65 00:02:00,640 --> 00:02:03,520 you what I have set up in the 3D 66 00:02:01,960 --> 00:02:05,520 viewport if you want to set it up the 67 00:02:03,520 --> 00:02:08,119 same way that I have so I went to the ad 68 00:02:05,520 --> 00:02:09,599 menu and I just added an ecosphere and 69 00:02:08,119 --> 00:02:11,599 right behind me on the ad IUS for 70 00:02:09,599 --> 00:02:13,760 settings I turn the subdivisions up to 71 00:02:11,599 --> 00:02:15,879 six so it is nice and smooth and round 72 00:02:13,760 --> 00:02:17,239 and I'll shade this smooth and also if I 73 00:02:15,879 --> 00:02:19,080 go into edit mode you can see there's 74 00:02:17,239 --> 00:02:20,560 lots of geometry and I want lots of 75 00:02:19,080 --> 00:02:22,360 geometry because we're going to be using 76 00:02:20,560 --> 00:02:24,480 the material displacements so the 77 00:02:22,360 --> 00:02:26,760 material displacements need lots of 78 00:02:24,480 --> 00:02:29,120 detailed geometry to actually displace 79 00:02:26,760 --> 00:02:31,720 the mesh now in object mode I'm going to 80 00:02:29,120 --> 00:02:34,200 scale this object down by like a 2 and 81 00:02:31,720 --> 00:02:35,720 then I'll press CR a and apply the scale 82 00:02:34,200 --> 00:02:37,200 because the default objects in blender 83 00:02:35,720 --> 00:02:39,080 are quite large so I want to make them a 84 00:02:37,200 --> 00:02:40,680 bit smaller I'm going to move this 85 00:02:39,080 --> 00:02:42,080 sphere over here and then I'll also go 86 00:02:40,680 --> 00:02:44,040 to the add menu and I thought it would 87 00:02:42,080 --> 00:02:45,640 be cool to add the material onto a cube 88 00:02:44,040 --> 00:02:47,599 so I'll add a cube and I'll scale the 89 00:02:45,640 --> 00:02:49,239 cube way down and I can move the cube 90 00:02:47,599 --> 00:02:51,120 over and I can just kind of rotate the 91 00:02:49,239 --> 00:02:54,440 cube over like this let's go into edit 92 00:02:51,120 --> 00:02:56,000 mode and I'm going to press crl e with 93 00:02:54,440 --> 00:02:57,840 everything selected in edit mode and I'm 94 00:02:56,000 --> 00:02:59,120 going to click on subdivide now right 95 00:02:57,840 --> 00:03:00,360 behind me you can see there's the 96 00:02:59,120 --> 00:03:01,920 subdivide setting settings and I'm going 97 00:03:00,360 --> 00:03:04,760 to turn this up really big maybe turn it 98 00:03:01,920 --> 00:03:06,120 up to like a 20 or maybe even like a 30 99 00:03:04,760 --> 00:03:08,760 and then I'll use the object context 100 00:03:06,120 --> 00:03:11,440 menu and shade it smooth now also I'm 101 00:03:08,760 --> 00:03:13,519 going to press control 2 and control 2 102 00:03:11,440 --> 00:03:15,920 is going to add a subdivision surface 103 00:03:13,519 --> 00:03:17,040 modifier with two levels on the object 104 00:03:15,920 --> 00:03:18,959 and I'm doing that because we're going 105 00:03:17,040 --> 00:03:20,879 to be using the material displacements 106 00:03:18,959 --> 00:03:23,040 so I want lots of geometry for the 107 00:03:20,879 --> 00:03:25,280 material displacements to actually pop 108 00:03:23,040 --> 00:03:27,400 out of the mesh and then scale this down 109 00:03:25,280 --> 00:03:29,280 and you can press crl a and just apply 110 00:03:27,400 --> 00:03:31,560 the scale then I also added a camera and 111 00:03:29,280 --> 00:03:33,080 I just pointed the camera at the objects 112 00:03:31,560 --> 00:03:34,640 and if you select the camera and go to 113 00:03:33,080 --> 00:03:36,439 the object data properties of the camera 114 00:03:34,640 --> 00:03:37,920 I turned the focal length up to 80 just 115 00:03:36,439 --> 00:03:40,280 to kind of Zoom the camera in a little 116 00:03:37,920 --> 00:03:42,120 bit now as for the lighting I added 117 00:03:40,280 --> 00:03:43,599 these different area lights right here 118 00:03:42,120 --> 00:03:45,760 so this area light is kind of on the 119 00:03:43,599 --> 00:03:47,799 front but more to the side and I turned 120 00:03:45,760 --> 00:03:49,680 the power to 70 then we have these two 121 00:03:47,799 --> 00:03:50,720 backlights here so these are both turned 122 00:03:49,680 --> 00:03:53,799 up to 123 00:03:50,720 --> 00:03:56,079 250 and these are kind of an orangey 124 00:03:53,799 --> 00:03:57,599 color just to give some cool lighting 125 00:03:56,079 --> 00:04:00,360 and then also to get some cool lighting 126 00:03:57,599 --> 00:04:02,319 and Reflections I added in this hdri 127 00:04:00,360 --> 00:04:06,599 here so I added in this Bloomberg 128 00:04:02,319 --> 00:04:08,599 Sunrise 2 1K HD and this is a free HD 129 00:04:06,599 --> 00:04:10,280 from poly haven.com so I'll have the 130 00:04:08,599 --> 00:04:12,120 link in the video description if you'd 131 00:04:10,280 --> 00:04:13,760 like to download the same hdri that I'm 132 00:04:12,120 --> 00:04:16,400 going to be using so once you download 133 00:04:13,760 --> 00:04:18,120 the HD you can click on the yellow dot 134 00:04:16,400 --> 00:04:20,079 here next to color you can choose 135 00:04:18,120 --> 00:04:21,519 environment texture and then click on 136 00:04:20,079 --> 00:04:23,440 the open button and just open up the 137 00:04:21,519 --> 00:04:25,000 hdri now let's also go up here to the 138 00:04:23,440 --> 00:04:26,320 render properties and it's really 139 00:04:25,000 --> 00:04:28,160 important that you use the Cycles 140 00:04:26,320 --> 00:04:30,400 rendering engine because the material 141 00:04:28,160 --> 00:04:32,479 displacements will not work in even so 142 00:04:30,400 --> 00:04:34,280 make sure that you're using cycles and 143 00:04:32,479 --> 00:04:36,080 then also open up the film Tab and I'm 144 00:04:34,280 --> 00:04:37,400 going to turn on the transparent button 145 00:04:36,080 --> 00:04:39,120 just so that the background is 146 00:04:37,400 --> 00:04:40,479 transparent so it's still going to light 147 00:04:39,120 --> 00:04:42,440 the scene but it's not quite as 148 00:04:40,479 --> 00:04:44,199 distracting and then also right down 149 00:04:42,440 --> 00:04:45,880 here I'm going to go to the color 150 00:04:44,199 --> 00:04:48,240 management and I'm going to turn the 151 00:04:45,880 --> 00:04:50,479 view transform to filmic and I'll change 152 00:04:48,240 --> 00:04:52,800 the look to very high contrast so I'm in 153 00:04:50,479 --> 00:04:54,320 the shading workspace so I have the 3D 154 00:04:52,800 --> 00:04:55,919 viewport right over here and I'll go 155 00:04:54,320 --> 00:04:57,440 into the rendered mode I'm just going to 156 00:04:55,919 --> 00:04:59,199 select one of the objects and then I 157 00:04:57,440 --> 00:05:00,560 have the Shader editor right over here 158 00:04:59,199 --> 00:05:02,400 so I'll click on new to add a new 159 00:05:00,560 --> 00:05:04,680 material I'm going to drag and drop this 160 00:05:02,400 --> 00:05:06,360 material onto both objects so they have 161 00:05:04,680 --> 00:05:08,360 the same material and I'll rename this 162 00:05:06,360 --> 00:05:09,960 material the chunky concrete now I'm 163 00:05:08,360 --> 00:05:12,000 also going to be using the node Wrangler 164 00:05:09,960 --> 00:05:14,120 add-on to preview different nodes so you 165 00:05:12,000 --> 00:05:16,520 can click on edit and you can go to the 166 00:05:14,120 --> 00:05:18,560 preferences and over here on the add-ons 167 00:05:16,520 --> 00:05:20,400 tab you can click on the search and you 168 00:05:18,560 --> 00:05:22,319 can search for node and just enable the 169 00:05:20,400 --> 00:05:23,680 node Wrangler add-on so it's built in a 170 00:05:22,319 --> 00:05:25,639 blender and I'll show you how to use it 171 00:05:23,680 --> 00:05:27,319 in the video so what I'm first going to 172 00:05:25,639 --> 00:05:30,120 do is go to the ad menu and I'm going to 173 00:05:27,319 --> 00:05:31,520 search for a voro texture and I'll also 174 00:05:30,120 --> 00:05:33,560 go to the ad menu and I'm going to 175 00:05:31,520 --> 00:05:36,080 search for a noise texture and these are 176 00:05:33,560 --> 00:05:37,400 going to be the two base textures now 177 00:05:36,080 --> 00:05:39,479 because we turned on the Node Wrangler 178 00:05:37,400 --> 00:05:41,039 add-on you can hold down the control and 179 00:05:39,479 --> 00:05:42,560 shift key and then select different 180 00:05:41,039 --> 00:05:44,600 nodes and that's going to preview the 181 00:05:42,560 --> 00:05:47,199 node on the object now with the voro 182 00:05:44,600 --> 00:05:48,240 texture selected I'll press contrl T and 183 00:05:47,199 --> 00:05:50,080 that's going to add the texture 184 00:05:48,240 --> 00:05:51,680 coordinate and mapping nodes and I want 185 00:05:50,080 --> 00:05:53,360 to use the object coordinates because 186 00:05:51,680 --> 00:05:55,360 the object coordinates will place the 187 00:05:53,360 --> 00:05:57,759 texture on the object more evenly so 188 00:05:55,360 --> 00:05:59,720 let's put the object into the vector and 189 00:05:57,759 --> 00:06:01,800 then I want the object coordinates to to 190 00:05:59,720 --> 00:06:03,240 be on both of these textures so we're 191 00:06:01,800 --> 00:06:05,520 also going to put the vector to the 192 00:06:03,240 --> 00:06:07,800 vector of this one here so now let's 193 00:06:05,520 --> 00:06:09,520 change some of the voro settings so I'll 194 00:06:07,800 --> 00:06:12,120 click on the F1 here and I'll change 195 00:06:09,520 --> 00:06:13,400 this to the distance to Edge instead and 196 00:06:12,120 --> 00:06:15,800 that way we're going to get those cool 197 00:06:13,400 --> 00:06:17,840 chunks there and then we'll change the 198 00:06:15,800 --> 00:06:19,840 scale to a seven let's turn the detail 199 00:06:17,840 --> 00:06:22,680 to 15 so it's very detailed and the 200 00:06:19,840 --> 00:06:24,520 roughness I'll turn up to like a 0.54 201 00:06:22,680 --> 00:06:26,280 and then this lack and a I'll turn up to 202 00:06:24,520 --> 00:06:28,840 five and this is going to add even 203 00:06:26,280 --> 00:06:30,880 smaller chunks in the larger chunks and 204 00:06:28,840 --> 00:06:32,319 then I'll leave the random it one let's 205 00:06:30,880 --> 00:06:33,960 control shift and select this noise 206 00:06:32,319 --> 00:06:37,199 texture and I can change these settings 207 00:06:33,960 --> 00:06:39,120 as well so I'll turn the scale to a 12 208 00:06:37,199 --> 00:06:41,280 also turn the detail to 15 so it's 209 00:06:39,120 --> 00:06:43,240 really detailed and I'll leave the other 210 00:06:41,280 --> 00:06:45,280 settings how they are so let's control 211 00:06:43,240 --> 00:06:47,280 shift and select the voro texture again 212 00:06:45,280 --> 00:06:48,840 and I want to change the colors so I'll 213 00:06:47,280 --> 00:06:50,840 go to the ad menu and I'm going to 214 00:06:48,840 --> 00:06:53,400 search for a color amp and we'll put the 215 00:06:50,840 --> 00:06:55,360 color amp after the voro so now I can 216 00:06:53,400 --> 00:06:57,319 drag the white Tab and I can also drag 217 00:06:55,360 --> 00:06:59,120 the black tab let's just drag the white 218 00:06:57,319 --> 00:07:01,160 tab kind of over here and then drag the 219 00:06:59,120 --> 00:07:03,000 black tab kind of over here so you can 220 00:07:01,160 --> 00:07:04,199 see as I drag this over it's just 221 00:07:03,000 --> 00:07:06,599 starting to make those little black 222 00:07:04,199 --> 00:07:07,919 areas pop out and then this white color 223 00:07:06,599 --> 00:07:09,360 here I'm just going to turn this a 224 00:07:07,919 --> 00:07:11,440 little bit down so it's kind of like a 225 00:07:09,360 --> 00:07:13,280 light gray and the light gray color that 226 00:07:11,440 --> 00:07:15,440 I'm going to be using if you go here to 227 00:07:13,280 --> 00:07:19,039 the hex value you can punch in a hex 228 00:07:15,440 --> 00:07:21,080 value of ba ba ba if you want to use the 229 00:07:19,039 --> 00:07:22,840 exact same color that I'm using and I'll 230 00:07:21,080 --> 00:07:24,879 drag this a little bit back and drag the 231 00:07:22,840 --> 00:07:26,639 black tub over a little bit more so now 232 00:07:24,879 --> 00:07:28,720 I can see it's white with some little 233 00:07:26,639 --> 00:07:30,400 black chunks now later on in the 234 00:07:28,720 --> 00:07:31,960 tutorial when we create the custom node 235 00:07:30,400 --> 00:07:33,919 group I want to be able to control the 236 00:07:31,960 --> 00:07:36,160 height of those chunks so I'll go to the 237 00:07:33,919 --> 00:07:38,280 ad menu and I'll search for a hue 238 00:07:36,160 --> 00:07:40,599 saturation value and we'll put this 239 00:07:38,280 --> 00:07:42,840 after the color ramp now the Hue 240 00:07:40,599 --> 00:07:44,199 saturation value has the value and the 241 00:07:42,840 --> 00:07:46,479 value is going to make it lighter and 242 00:07:44,199 --> 00:07:48,000 darker and so when we actually control 243 00:07:46,479 --> 00:07:49,520 this in the custom node group that's 244 00:07:48,000 --> 00:07:51,440 going to change the height cuz it's 245 00:07:49,520 --> 00:07:53,280 controlling the colors so we'll be using 246 00:07:51,440 --> 00:07:55,280 that later so I now want to mix the two 247 00:07:53,280 --> 00:07:57,720 textur together so the voro and the 248 00:07:55,280 --> 00:07:59,199 noise so what I'll do is select the 249 00:07:57,720 --> 00:08:00,800 noise texture and then I'll hold down 250 00:07:59,199 --> 00:08:03,159 the shift key and select the Hue 251 00:08:00,800 --> 00:08:05,840 saturation value and I can press contrl 252 00:08:03,159 --> 00:08:07,919 0 control 0 is going to add this mix 253 00:08:05,840 --> 00:08:09,520 node so I'll drag this up here and on 254 00:08:07,919 --> 00:08:12,319 the mix type I want to change this to 255 00:08:09,520 --> 00:08:14,360 darken instead now the noise texture I 256 00:08:12,319 --> 00:08:16,840 want that to be going into color a and 257 00:08:14,360 --> 00:08:19,680 then this Hue saturation value color 258 00:08:16,840 --> 00:08:21,240 that is going to go into the factor so 259 00:08:19,680 --> 00:08:23,639 now we have this set to darken here on 260 00:08:21,240 --> 00:08:26,039 the type and on color B I can make this 261 00:08:23,639 --> 00:08:28,280 fully black so by making it fully black 262 00:08:26,039 --> 00:08:29,720 you can see that there is the voro 263 00:08:28,280 --> 00:08:31,120 texture you can see there's kind of 264 00:08:29,720 --> 00:08:32,800 those chunks there but then there's also 265 00:08:31,120 --> 00:08:34,959 some parts where it's pretty noisy so 266 00:08:32,800 --> 00:08:36,440 we're mixing those two textures together 267 00:08:34,959 --> 00:08:38,120 now after the darken I want to change 268 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

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.