martes, 25 de febrero de 2014

Red Eroded Coral Material

Hi everybody! Today I'm going to show you how to make a red eroded coral material in blender / cycles:

¡Hola a todos! Hoy voy a mostraros como hacer un material de tipo coral rojo erosionado con blender y cycles:





This is the overview of the material:

Esta es la visión general del material:


This is the zoom on the left hand side in the material:

Este es el zoom de la parte izquierda del material:


I have mixed three Voronoi Textures to get the bumping of the material (see turquoise frame). I have used a Value node and two Math node with the Multiply option to centralize the scaling my textures. If the value of the Value node is changed, all the textures changes in the same proportion. By plugging these textures in Bump nodes and chaining them I get a kind of eroded surface.

Regarding the purple frame, I have used two of the Voronoi textures to find the holes on the surface and set a different color for them. They are the white spots of the coral.



He mezclado tres texturas de tipo Voronoi para conseguir el relieve del material (ver recuadro turquesa). He usado un nodo Valor y dos nodos Matemáticas con la opción Multiplicar para centralizar el escalado de mis texturas. Si se cambia el valor del nodo Valor, todas las texturas cambian en la misma proporción. Conectando estas texturas con nodos de Relieve (Bump) y encadenándolos conseguimos una especie de superficie erosionada.

Respecto al recuadro morado, he usado dos de las texturas Voronoi para hallar los agujeros sobre la superficie y darles un color diferente. Son las manchas blancas del coral.




The right hand side of the material contains the shaders of it:

La parte derecha del material contiene los shaders del mismo:

 
The red frame is a simple material: a mixing of a diffuse and glossy shaders with fresnel factor. After that I have added it a Translucent shader. So the material absorbs some light.

El recuadro rojo es un material simple: una mezcla de shaders difuso y de brillo, con un factor de mezcla fresnel. Después de eso le he añadido un shader translúcido. Así el material absorbe algo de luz.


This is an abstract render which I did with this material (HD version here):

Este es un render abstracto que hice con este material (versión HD aquí):






Hope you like it. Bye

Espero que os haya gustado. Hasta la vista



martes, 11 de febrero de 2014

Scratched Metal Material

Hi every body. Today I'm going to show you a scratched metal material:

(1) Preview of the node setup explained in this article


 (2) Preview of the node setup with parameters modified for the last render below


This is the basic node setup of the material:


As you can see, the material is a simple Glossy node wich is added a scratched bumping. You can change the Glossy node by another metal or a material of you own.

The main element of the Scratched Pattern node group is a tweaked Voronoi texture, which produces a streaky pattern:


This is the Map Range node group included:


This tweaked Voronoi texture produces some spots painted on your texture. The number of spots depends on the Threshold parameter (1.0 for all spots, <1 .0="" a="" apply="" effect="" get="" i="" if="" less="" need="" or="" scratched="" spots="" streaked="" the="" to="" want="" you="">Mapping Vector
node scaling the texture in this way:

The Scratched Pattern node group contains eight groups of  Mapping-Tweaked Voronoi nodes.


This is the comparison of one Tweaked Voronoi or eight of them with different rotations:


Finally, the eight nodes are mixed using a Darken node. I have done a version of this node adapted for numbers:


Now you can experiment with the Vector/Scale/Threshold parameters of the Scratched Pattern node group. If you scale the pattern too much you will get a kind of stainless steel metal material:


Finally here there is a scene made by me using this material (HD version here):


Bye

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