NodeEditor

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

  1. Shading mode (Node Editor, basically)
  2. Crank principal node's Metallic slider up
  3. Add Bump
    1. plug Normal to Normal of principal node
    2. Bring strength down somewhat, maybe 2/3 or 3/4 ish.
  4. Add Noise Texture
    1. plug Color into Height of Bump node
    2. crank detail up to something in the teens
    • Ah, it caps at 16, hence why the tutorial picks that
  5. Add Mapping node, plug Vector into Vector of Noise Texture
  6. Add Texture Coordinate, plug Object into Vector of Mapping
  7. Insert Color Ramp between Noise Texture and Bump
    1. Bring down the rightmost slider to create the "smooth" areas
  8. Add another Bump node to the left of the other Bump node
    1. Plug Normal of new Bump node to Normal of previous Bump node
    2. Dial the strength way, way down to almost but not quite zero
  9. Add another Noise Texture to the left of the new Bump node
    1. Plug Color into Height
    2. Match detail level to the other Noise Texture's detail level
    3. Crank scale up to 50, give or take
  10. Dupe the "surface" Bump's Noise Texture to plug into the original
    1. New Noise Texture's Color to the other Noise Texture's Vector
    2. Scale to 20, give or take
  11. New Color Ramp w/ Color plugged into Principal's Base Color
    1. 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.
    1. Click + a couple of times to add slider controls and give them red/brown/orange values to taste
    2. Bring the white slider over to lower the amount of rust "leaking out" from the pits
  12. Uppermost Noise Texture's distortion value is basically like the 'seed' value to change the array/shapes of the rust pits