Sprinkles variations means doing node editor stuff.
BIG TIP for Node stuff, make sure to leave room to drop in more blocks.
Also: Edit menu, Preferences, Add-On section, enable Node Wrangler to let you Ctrl+Shift+LMB to preview a specific node in the viewport.
Anyway, sprinkles:
- Start with an Object Info block so we can play with the Color values.
- Object Info's Random --> main node's Base Color
- Insert Converter, Color Ramp between the two blocks.
- The + adds steps along the ramp which can be set to various colors.
- Change from Linear to Constant to get rid of those random in-between colors.
- To the right of each marker is an indicator of how many you'll get.
- Hey, maybe increase Roughness in the main block, for better texture of sprinkles.
Another tip for Node stuff? MixRGB node re-titles itself after what you change it to do. Add, Overlay, etc.
Procedural displacement! We need surface lumpiness. Shading mode, and oh hey node editor fun!
- We're going to add more stuff.
- Shift+A, Texture, Noise Texture
- Shift+A, Input, Texture Coordinate
- Grab Object of TexCoord into into Vector of NoiseTex.
- Then increase Scale of NoiseTex to taste.
- Shift+A, Vector, Vector Displacement
- Factor output of NoiseTex into Height of VecDisp.
- Then Displacement into Displacement of Material Output node way on the right.
- This doesn't change the edges/curves, it's a "fake bump" look.
- How fix? Material, Settings, Displacement from Bump Only to Disp & Bump.
- Then fix the Displacement node's Scale to something a LOT LOWER, not porcupine.
- 0.0025-ish?
- If you aren't detail-y enough at this point, do a Subsurface modifier again.
- Also you can crank the scale on the Noise Texture node to improve detail of tex.
- More detail? More blisters, darker, that stick out a bit. MORE NODES.
- Dupe the Noise Texture, place below its new sibling.
- Grab Object output of TexCoord into NoiseTex #2, yeah you can do that, I guess.
- Set scale to something like 200 instead of the 1500-or-so of the original.
- Displacement can only take one input from one of the NoiseTex-es, so.
- Shift+A, Color, MixRGB and place between NoiseTex twins & Displacement.
- Take Factor outputs from both NoiseTex twins and point to Color1/2 of MixRGB.
- Change blend type in MixRGB to Add, then crank up to 1.0 for full mix.
- Shift+A, Converter, Color Ramp so we can apply some constraints, less "noisey".
- Drop between NoiseTex2 and the Add node
- Bring in the black end of the slider to roughly halfway
- the point of this is to reduce the impact of the "rough" detail bumpmap.
- it gives us "just" the highlights, and less of the overall rough-noise effect.
- If we swap inputs on MixRGB now, then play with the Factor of MixRGB, it's nicer.
- To make the "bumpy bits" darker, we throw a Color -> MixRGB after the texture.
- We're going to take the Color from the other MixRGB and put it into Factor of the new one. (What a sprawling mess this node editor view becomes, yeah?)
- Now if we make Color2 of the new MixRGB into a "crispy donut bits" color, boom.
- Also change from Mix to Overlay in our new MixRGB.
Procedural Rust tutorial by Ducky 3D - https://www.youtube.com/watch?v=hccqcCIGGUw
- Shading mode (Node Editor, basically)
- Crank principal node's Metallic slider up
- Add Bump
- plug Normal to Normal of principal node
- Bring strength down somewhat, maybe 2/3 or 3/4 ish.
- Add Noise Texture
- plug Color into Height of Bump node
- crank detail up to something in the teens
- Ah, it caps at 16, hence why the tutorial picks that
- Add Mapping node, plug Vector into Vector of Noise Texture
- Add Texture Coordinate, plug Object into Vector of Mapping
- Insert Color Ramp between Noise Texture and Bump
- Bring down the rightmost slider to create the "smooth" areas
- Add another Bump node to the left of the other Bump node
- Plug Normal of new Bump node to Normal of previous Bump node
- Dial the strength way, way down to almost but not quite zero
- Add another Noise Texture to the left of the new Bump node
- Plug Color into Height
- Match detail level to the other Noise Texture's detail level
- Crank scale up to 50, give or take
- Dupe the "surface" Bump's Noise Texture to plug into the original
- New Noise Texture's Color to the other Noise Texture's Vector
- Scale to 20, give or take
- New Color Ramp w/ Color plugged into Principal's Base Color
- Plug our original Texture's Color value into the Factor of the new Color Ramp
- Because hey, you can do that with color ramps apparently, why do some things work when you use them twice and others don't? No idea.
- Click + a couple of times to add slider controls and give them red/brown/orange values to taste
- Bring the white slider over to lower the amount of rust "leaking out" from the pits
- Uppermost Noise Texture's distortion value is basically like the 'seed' value to change the array/shapes of the rust pits
Page last modified on November 11, 2019, at 04:06 AM
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