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Making a procedural concrete material

In this tutorial, I will show you how to make a procedural concrete material using the shader nodes in Blender for your project.

 

CONCRETE BASE

Make sure you have the Node Wrangler add-on activated by going to Edit > Preferences and under the Add-ons panel, search for Node Wrangler and activate it

 

Under the Shading Workspace, I add a new material and name it

I change the Base Color to a midtone gray [#9E9E9E]

 

I use SHIFT + A and add a Musgrave Texture

I connect the Height of the Musgrave Texture to the Base Color of the Principled Shader

I can now change the options on the Musgrave Texture

 

I select the Musgrave Texture and use CTRL + T to add a Mapping and Texture Coordinate node

I change the Texture Coordinate output from Generated to Object – this will mean that the texture won’t be dependent upon the UVs of the object

 

I use SHIFT + A and add a Voronoi Texture node

I connect the Mapping node to the Vector input of the Voronoi Texture

 

I use SHIFT + A to add a Mix Color node between the Musgrave Texture and the Principled Shader

I connect the Musgrave Texture into input A and the Voronoi Texture Distance output into input B

I change the Scale of the Voronoi Texture [300]

 

COLOR AND BUMP

I use SHIFT + A to add a Color Ramp between the Mix Color and Principled Shader

I can now select the White Color Stop and move it to achieve my desired look

I change the White Color Stop to a light gray [#D1D1D1]

 

I use SHIFT + A to add a Bump node

I connect the Mix Color node to the Height of the Bump node

I connect the Bump node to the Normal input of the Principled Shader

I change the strength of the Bump node

 

I select all of the nodes (except the Principled Shader and Material Output)

I use CTRL + J to join them

I right-click on the Frame and rename it

 

CRACKS

I use SHIFT + A to add a second Voronoi Texture node

I select the second Voronoi Texture and use CTRL + T to add a Mapping and Texture Coordinate node

I change the Texture Coordinate output from Generated to Object

I use CTRL + SHIFT + LMB to view the Voronoi Texture

I change the scale on the Mapping node [20]

 

I change the Feature to Distance to Edge and decrease the Scale

I add a second Color Ramp between the second Voronoi Texture and the Material Output node

I move the White Color Stop to determine the size of the cracks

 

I select the Principled Shader and use CTRL + SHIFT + LMB to view the node

I use SHIFT + A to add a second Bump node

I connect the second Color Ramp to the second Bump node Height

I connect the second Bump node to the Normal of the first Bump node

I now make any last adjustments

 

I select these five nodes and use CTRL + J to join them

I right-click on the Frame and rename it

Making a procedural concrete material


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