Blender

Create Material (Cycle Render)



Overview Summary:
Blender material node.png

Enable Node Wrangle in Add on (can pewview nodes working on by Ctrl Shift + node)
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Create a new material called Smart material
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Color Base Material (blend different colors)


Add Mix node and add upper and bottom colors differently, connect it to base color of the material node
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Add gradient texture and color ramp nodes,
Ctrl T to get texture coordinate and mapping nodes
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Ctrl Shift + Click on Color ramp node (connect its color node to material output nodes surface, give a preview of the output)
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To customize 2 colors distribute on the mesh:


Set color ramp to constat
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Swap the bar to left for mainly white color ramp
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Change Rotation Y to 90, play around X value till the black color is wanted distributed on the mesh\

Plug Color on color ramp to Fac in mix
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Ctrl Shift to click on BSDF node, to re-enable the BSDF node
Now the colors are on the mesh correctly (perfect split between 2 colors)
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Make Curvature Map


Only work in Cycles in Render Engine, make sure on it

Create Geometry node, connect its Pointiness to Color ramp and gamma
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Set the color ramp bar of half black half white (Pos about 0.5), then adjust gamma value to a wanted curvature map result

To make more advanced map,

Add noise texture with multiply node, adjust noise texture level to wanted result
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Create Edge Mask


Add Vector math node (set as dot product), Bevel and geometry vector, and map range nodes. connect as follow:
(P.S. dot product is sum of 2 vectors with consine)
Reverse to Min value to 1, To max value to 0, to flip the map range
Then adjust the From min value to wanted result
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Since Edge mask shouldn’t look too perfect, add map range and noise texture to bevel node
Adjust roughness, details on texture, and map range values to wanted result
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Create Ambient Occlusion Mask


Create noise texture, ambient occulusion and color ramp (flip black on R side, white on L side) nodes
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Add variation to base color:


Add 2 color mix nodes to AO color ramp nodes, select same colors from original base color (yellow and grey here) and put on those 2 nodes
Set each mix node secondary color a bit darker
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Connect those 2 mix nodes to orginal color base mix node
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Add 2 extra mix nodes between base color mix node and curvature map multipy node, with AO mix color nodes:
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Final step on base color: Add Edge ware
Add an extra mix node after 1st mix color base node, color as medium dark grey,
connect it to edge mask color ramp
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Metallic Map creation:


Connect Edge Mask Map Range node to metaillic input of BSDF node
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Roughness Map creation:


Add 2 color ramps, mix color node. 1 to factor, 1 to color 1 as follow:
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Connect Edge mask map range to top color ramp. then AO map range to bottom color ramp
Set top ramp color pos to 0.4
bottom ramp: L side medium grey tint. R side light grey
(to make sure no part of mesh is completely rough or reflective)
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Set the mix node color dark black
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Connect to Roughness on BSDF

To modify the roughness, add noise texture, new mix and new color ramp nodes

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Adjust the noise texture values and color ramp range to wanted result
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Reduce the mix factor value to 0.25 for more subtle result
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Add Norma/Bump Map


Add Bump node, connect its height to AO output for a bumpy dirt look
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Connect bump node to Normal on BSDF, adjust strength and
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