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Making a procedural grunge material

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

 

GRUNGE BASE

Make sure you have the Node Wrangler add-on activated

 

In the Shading Workspace, add a Musgrave Texture node

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

Change the output of the Texture Coordinate to Object

 

Connect the Musgrave Texture to the Base Color of the Principled Shader

Make adjustments to the Musgrave Texture node to change the size and look of the texture

 

Add a Wave Texture node and change the Type to Rings

Select the Wave Texture node and use CTRL + SHIFT + LMB to view the node

Make any changes to the options as needed to make wavy stripes

 

Add a Separate XYZ node and connect the Texture Coordinate node to the Separate XYZ node

 

Add a Combine XYZ node and connect the X and Z outputs of the Separate XYZ to their corresponding inputs of the Combine XYZ node

Connect the Height of the Musgrave Texture node to the Y input of the Combine XYZ node

Connect the Combine XYZ node to the Vector of the Wave Texture

Connect the Wave Texture to the Base Color of the Principled Shader

Reconnect the Principled Shader to the Material Output

 

GROUP

Select these six nodes and use CTRL + G to group them

Open the Properties Panel using the N-key

 

GRUNGE COLOR

For some color, add a Color Ramp between the Wave Texture and the Group Output

Change the Black Color Stop to a dark brown [#4C2C18]

Add a third Color Stop and change the color to a dark green [#404921]

Change the White Color Stop to a darker brown [#532211]

 

Connect the Factor of the Wave Texture to the second input of the Group Output node

 

Under the Group tab, add two Inputs – one for Scale and the other for Amount

Add two Math nodes

Connect the Scale from the Group Input to the top Value of each of the Math nodes

Connect the first Math node to the Scale input of the Musgrave Texture

 

Set the Value of the first Math node to 2 and change the Function to Multiply

Change the Function of the second Math node to Multiply

Connect the second Math node to the Scale of the Wave Texture

 

Connect the Scale output of the Group Input node to the Detail input of the Wave Texture

 

Add a Mix Color node between the Color Ramp and the Group Output

Change the connection of the Color Ramp to the bottom input

Change the Color of the top input to white

 

Add a second Mix Color node between the Factor of the Wave Texture and the Factor of the Group Output

Change the connection of the Color Ramp to the bottom input

Change the Color of the top input to white

 

Connect the Amount output of the Group Input node to the Factor of each of the Mix Color nodes

Press TAB to exit the group and rename the Node Group

 

TEXTURE

Add a Diffuse Shader and a Glossy Shader

Use a Mix Shader to combine these two Shaders

 

Duplicate the Mix Shader and place it between the Principled Shader and the Material Output node

Connect the first Mix Shader to the bottom Shader input of the second Mix Shader

 

Connect the Factor of the Grunge Node Group to the Factor of the second Mix Shader

Connect the Factor of the Grunge Node Group to the Roughness of the Glossy Shader

 

DISCPLACEMENT

Change to the Cycles Render Engine

Add a Math node and change the Factor to Multiply

Connect the Color of the Grunge Node Group to the Value of the Math node

Connect the Value of the Math node to the Displacement of the Material Output

 

Change the Scale and Amount of the Grunge Node Group

Making a procedural grunge material


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