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Original subtitles

hey everyone this is ryan king and in

this blender tutorial we're going to be

creating this procedural brick material

in blender and we're even going to be

using displacements to actually make the

bricks pop

out of the mesh so if i just go into

rendered mode here i can show you so if

you zoom in here

you can see that the bricks are actually

being displaced and they're actually

popping out the mesh

now this displacement is adaptable you

can see that i've turned on the adaptive

subdivision and i'll show you how to set

this up in the tutorial

but you can see this is a little bit low

quality so i just need to update this so

i'll just

double tap on the tab key and that'll

just kind of update it because we went

into edit mode and then we went back

into object mode and you can see there

we go

so you can see with this displacement

here it's actually

displacing the mesh and so we're going

to use this procedural brick texture

and it's going to go through here and

then it's going to actually displace the

mesh so

that is super cool just a couple quick

things before we get started

if you'd like to help support this

channel and also get the project files

for this procedural material

as well as other project files then you

can do that over on my gumroad store and

my patreon page the links are in the

description

and i'd also like to give a huge thanks

to sketchfab for sponsoring this video

on sketchfab you can upload your own 3d

models and preview them

in your browser you can even view them

in ar vr

or on a phone or tablet you can also

purchase 3d models and assets from

sketchfab's model store

you can even apply to sell your own

models on the platform

check out sketchfab with the link in the

description all right so real quick

before we actually start doing the

material setup

i just wanted to show you the setup that

i have so what i did

is i press shift a and i just added an

ico sphere because this is a part of my

procedural

series of tutorials on youtube i just

want to use a sphere

but of course you could just make like a

brick wall or whatever object you want

to use

the important thing is that the geometry

is pretty even so you can see that all

these faces are about the same

and that's because we'll be using the

subdivision surface modifier and then

we'll be using the adaptive subdivision

and that way it'll add the extra

geometry that we need

to actually displace the mesh so it

doesn't have to be super detailed but

just make sure

it has even topology and then i added a

camera and i just pointed it right at

the sphere

and then i also just used this plain

light so it just adds some nice lighting

on the sphere

and then also to get some nice lighting

i added this

aerodynamics workshop 1k and this is on

polyhaven.com

so i'll leave the link in the

description if you'd like to download it

it's a free hdri

and so i just added this in as an

environment textures to get some nice

lighting

all right so let's go over to the

shading tab and we can get started

so i'm just going to go into rendered

mode just so that we can see it right up

here i'll just click on the sphere right

here and then we can just click on new

and i can just call this procedural

brick procedural

brick just like that and then one more

thing real quick before we get started

i'm going to be using the node wrangler

add-on while we're setting this up so if

you don't have the node wrangler enabled

you can just click on

edit and then go to the preferences and

then right over here on the add-ons you

can just start to type in

node right over here on the search and

you can just check mark the node

wrangler add-on it's built into blender

so it will be there

so just check mark it and then right

behind me there's the save preferences

button

you can click on the save preferences

button if you want the node wrangler

add-on to be in all your future blender

projects

it's a really useful add-on and i'll

show you how we're going to use it so we

can just close the user preferences now

all right so let's get started with this

procedural setup so i'm going to press

shift a

and i'm going to go to the search and we

are going to start with a

brick texture so the brick texture is

going to be the base of our material

now we just turned on the node wrangler

add-on so what you can do

is you can hold down the control and

shift key and then

click on a node and what that's going to

do is going to add the viewer node and

then you'll be able to preview different

nodes

so you can hold down the control and

shift key and click on different nodes

and it'll preview them here's the

brick texture but you can see that it's

rotated a little bit weird

you can of course set this up however

you like you probably aren't going to

use a sphere you're probably going to

use a brick wall or something like that

but i'm just using a sphere what i'm

going to do is just select this node and

then i'm going to press

ctrl t and that's using another feature

from the node wrangler

and what's going to do is going to add

this texture coordinate and mapping

nodes

then what i want to do is i just want to

use object i'm going to use object

of course if you're making a brick wall

you might want to like uv unwrap it

really just set that up however you like

i'm just going to use object and then

the object shouldn't be in the location

it needs to be right up here on the

vector so on the top one just like that

all right and then we can use this

mapping node to rotate the texture

so right here on the rotation we need to

rotate the x value by 90 degrees so i'm

just going to click on it

type in 9 0 and enter and there we go

now it's rotated over by 90 degrees and

then also we can play around with the

size because it's a little bit high

detail right now so

right here on the brick texture i'm

going to turn the scale down a little

bit

and that way there will be less bricks

you can just set this to whatever you

like

so now we can go ahead and set up the

colors

so color one i want this to be like a

red color not

super saturated if you bring it way down

here it's going to be extremely

saturated just kind of like this

um a bright red something like that and

then color two

is going to be kind of a darker red a

little bit brown kind of like a reddish

brown something like that is pretty good

so you can see now

the bricks just kind of have random

colors and then the mortar

that is the stuff in between i just want

to make this actually a little bit of a

lighter brown

not super light but just kind of like a

brown color and probably a little bit

less saturated

all right something like that is pretty

good and we can change these later if we

need to

so that is looking pretty good now let's

take the color and we're going to put it

into the color of the

base color on the principle bsdf and i

can now hold down the control and shift

key and click on the principled and we

can see it

starting to look like bricks we need to

add a lot more realism though so let's

do that

so first i just want to add some basic

bump with this normal here

so what i'm going to do is i'm going to

take the factor and plug that into the

normal

now this doesn't work because this is

gray and this is purple so we need to

convert it to normal data

so to convert it we're going to press

shift a and i'm going to search

for a bump node we're just going to drop

the bump node right here and then we

just want to put the factor up to the

height

and then the normal into the normal so

now if you kind of go on side view here

and look at it

you can see it's kind of popping out but

it's actually the wrong way

so you can just click on the invert

button and it's going to flip that

and then we might as well set up the

displacement now so

the displacement is optional if you

don't want to use the displacement you

don't have to

but i think it does make the bricks look

a lot more realistic because these

bricks are actually going to

pop out of the mesh so let's set that up

so the first thing that i'm going to do

is click right up here

bring this out what i need to do is on

the feature

set right here i need to set this to

experimental

so we'll change it to experimental then

what we need to do is we need to click

right over here on the material

properties

and let's just go right down here to the

settings

and then right here under surface you

can see that there is a displacement

so on default set to bump only i want to

use displacement and bump so we're going

to turn that on so

it's telling it to actually use the

displacement so now we just need to do

two more things we need to give it more

detail so more geometry

and then we also need to give it data to

actually displace it

so let's click click right over here on

the modifiers we're going to click on

add modifier

and we want to add the subdivision

surface and

it might be a little bit laggy at first

when we're adding it all right and there

we go we added the subsurf

now we want to turn on the adaptive

subdivision because this is really

helpful

and this way it's only going to add

geometry where we're actually looking at

it

so if we zoom close up here like if

you're doing an animation or something

like that

and you zoom the camera up it's going to

subdivide it and make it higher detail

where you're looking at it but then on a

part that's farther away or a part that

you can't see

it'll make that lower detail so that is

going to be really helpful for

performance and making it higher detail

where you actually see

it and then i thought i'd just add this

in the video because it might be helpful

to some people

so if you want to make like a brick wall

what i did is i just made this simple

object and then i added the finished

brick material

but you can see because we have this

adaptive subdivision it is a subdivision

surface

and so it smooths it out and so it

almost looks like kind of like a pillow

shape and for a brick wall you want it

to be sharp on the edges

now you could add bevels but that's

going to add a lot more geometry to your

mesh

and you already have this subdivision so

what you can do instead to fix this

issue

right now it's set to catmull clark if

you just change it to simple

now it's still going to subdivide the

mesh but it's going to keep the edges

sharp

just thought i'd throw that in the video

for anyone who wants to make a brick

wall

and then you can see here that there is

a dicing scale what you do

if you want more detail is you turn it

down so

you could just leave it at one you could

also turn it down to like point one

that's going to be really high detail

or if you want to be less detailed you

could turn it up to like 10.

so the smaller it is the more detailed

it is so i'm just gonna set to one i

think one is pretty good

just note that the higher detail it is

so the smaller you make this

the more processing power it's going to

take and the longer it's going to take

to actually

process it so you may not want to turn

this down super low because it might get

laggy or maybe crash blender

depending on how powerful your computer

is so i'm just going to leave it at one

that works pretty well for me all right

so now we just need to actually give it

data to displace

so if i go back into rendered mode i can

control shift and click

twice on the brick texture and you can

see that the brick texture has a factor

value

and this is exactly what we want it to

displace because the bricks we want it

to be popping out

and then the rest of it we want to be

going back in so let's take this factor

right here

and we're going to plug it into the

displacement on the material output

now it doesn't actually really work well

right now you can see it has a really

weird thing happening that's definitely

not what we want

and this is because we didn't convert it

to displacement data

so what we need to do is press shift a

and we need to search for the

displacement node

and then we can just drop the

displacement node right here and we can

just bring this down

and then we don't actually want the

factor to be going into the normal

because that's gray to purple so we want

to actually put this into the height

so the factor from the brick texture

needs to be going into the height

and then the displacement on the

displacement needs to be going over to

the material output here on the

displacement value

so there we go now if you look around

you can see it's definitely doing

something

although it's popping out the mortar and

it's not popping out

the bricks so what we need to do first

of all

is this mid level we need to turn this

to zero

because we don't want any of that and

then also we need to turn this scale way

down so i'm going to change it down to

like a 0.1

and that's definitely better but it's

still way too strong so i'm going to

change it down to like a .008

and you can see there that is a lot

better that scale is much more realistic

but you can see it's still reversed so

the mortar is going out instead of the

bricks

so to switch this we need to press shift

a and we can just search

for an invert node so we're just going

to drop the invert node

right before the displacement and

that'll flip the values

and then if we control shift and click

on the principled it does take a moment

to load up because it's doing that

displacement

but now you can see if you look on the

side here this is actually

real bump now you can see that this is

pretty low quality you can see how

glitchy that is

and that's because we zoomed really

close up to it so when you render this

with the camera it's always going to

reset so depending on where the camera

is

it will displace it correctly using the

adaptive subdivision

but it'll actually do this in our view

as well so we just need to update it and

then it's going to update from where our

view is

so a really easy way to update it is to

just tap

twice on the tab key and that'll go into

edit mode and it will go back into

object mode and that'll kind of update

it

so you can see it is taking a moment to

update it is taking a little while

we'll just wait for this to finish there

we go it finished you can see that is

way higher detail so that is much better

so i can just move to a different area

actually i can just go into the camera

and then i can just double tap the tab

key

just to reset it and of course if you do

anything in here like if you change the

nodes or anything that'll update it as

well and it'll

re-render all right and then just to

make this look a little bit nicer what

i'm going to do is hold down the shift

key and then right click and drag and

it's going to add this little reroute

right here so i can just drag this up

and then shift right click and drag

add another reroute just that it looks a

little bit nicer this is totally

optional you don't have to do this if

you don't want to

but i do think it makes it just a little

bit easier to see

and then also we can reroute both of

these so i'm going to hold down the

shift key

right click and drag and it'll reroute

that so there we go i can just move this

down

all right that looks a little bit nicer

alright so that is the displacement done

so now let's go ahead and make this look

really nice and make it a much more

photorealistic

if i zoom in here you can see all these

bricks are very very straight

and that's not really realistic because

bricks are somewhat organic they're a

little bit bumpy and rough so what i

want to do is add a texture and use that

texture

to make the bricks a little bit bumpy so

i'm going to press shift a and i'm going

to search here

for a noise texture we'll just drop it

right down here

and then i'm going to move the texture

coordinate and mapping back a little bit

and then plug the vector

into the vector of the noise texture and

then what i can do is i can take this

factor here and i can plug it into the

mortar smooth so now if i control shift

and click on this

this will be a little bit easier to see

and you can see it kind of took a while

for it to load up so what we can do

while we're just playing around with

this is we can just go over here to the

subdivision

and we can click on this little icon

right here it looks like a monitor

and that will hide the adaptive

subdivision so it'll

process a lot quicker and then at the

end we can just turn it back on

and then it will render the displacement

so let's just zoom in here and you can

kind of see what it's doing

i want to turn the scale up on the noise

texture so i'm going to turn up to maybe

like a 40

and you can see there it's just adding

little lumps and bumps and that looks

much more realistic

i'm also going to turn the detail all

the way up to 16 so it's nice and

detailed

so there we go you can play around with

the scale you can play around with the

detail really just get to how you like

because you can see if i turn this down

there's going to be like not as many

bumps

um i do like this at about 40 i think 40

looks pretty good all right so i'm just

going to ctrl

shift and click back on this now i also

just want to add a little bit of dirt

and grunge and things like that

on the bricks so i'm going to press

shift a and i'm going to search for a

another noise texture we're just going

to drop another noise texture right here

and then we can also plug the vector

from the mapping

up to this vector so let's control shift

and click on the noise texture to

preview it

i'm going to turn the scale up to

something like an 8 and then i'll turn

the detail all the way up to 16.

and then i'll turn the roughness up to

like a .68

so it has a bit more roughness so now

what i want to do is i want to use this

noise texture and mix it together with

the brick texture and then we'll put

that into the base color

so it'll look like it has a little bit

more grunge and dirt and things like

that

so to mix these together i'm going to

press shift a and i'm going to search

for

a mix rgb and we're just going to drop

the mix rgb right down here and then

we're going to take the factor of the

noise texture and plug it into this

factor

and then from mix we're going to change

this to darken so here it is darken

and then we can control shift and click

on it to see what it's doing so we have

this set to darken

and then the brick texture is going into

color one so color two

let's just make this a dark brown so i'm

gonna make it very dark and you can see

that now it's adding

that noise there and it just looks a

little bit dirty and old and worn

so that looks really great now i also

want this noise texture

to be contributing to the bump so that

it just has some little bits of bumps

and stuff

because bricks are pretty rough and

bumpy so i'm going to click on this bump

and i'm going to press shift d

and just drop it down here and then i

kind of need to move everything over

okay that is better we have more room

now so we have this second bump here

and we have the height going into the

first one and the normal is just going

into the normal

so now we have this extra height input

and we can put things into it and add to

the bump

so i'm going to take the factor from

this noise texture and i'm going to plug

it way down here

on the height right here and now you can

see look at that it's making it all

super super bumpy and then we can also

turn off the invert

because we don't really need to use that

on this one and then we can also play

around with the strength so

right now it is pretty strong so i'm

going to turn it down because i do want

it to be more subtle so i think i'll

turn this to like a

.25 just look at that there we go that

looks a lot better so you can see

it is rough but it's not super super

rough that looks pretty good all right

now i also want to add some more grungy

stuff and i also want to make it look

like

there are some pieces of the brick wall

that have kind of been crumbling so what

i'm going to do is press shift a and i'm

going to search for a

another mix rgb and i will just drop

this mix rgb

right here so what i want to do is use

this noise texture and plug it into the

mix

but i only want to use some certain

areas and make that the crumbling older

parts so i'm going to press shift a and

i'm going to search for a color ramp

just drop the color amp right here and

then this noise texture right here it's

going to go into the factor

of the factor of the noise texture so i

can now control

shift and click on the noise texture and

we can preview it

so i want to make it a lot more

contrasty just that we have

some areas but not all the areas so i'm

going to bring this way over and then

i'm also going to bring the white tab

way over

so you can see that now we just have

some bits that are white but then most

of it is black

so i can now use this color amp as the

factor for this mix so we're going to

take the color

and put that into the factor and then i

can control shift and click on this

so i don't want it to be white i want it

to be kind of like a yellowish kind of

tannish brownish color

so i'm going to take color 2 and i'm

going to make that kind of like a

brownish or tannish color

something like this whatever you want to

do kind of like a light brown and then

this other mix rgb it's set to dark and

that's going to be going into color one

so let's control shift and click on that

so that does look pretty good but

doesn't really make any sense right now

because it's not contributing to the

bump

so it's not like cutting in where that

extra detail is

so i actually want to put this into the

bump as well and that way

where these parts are it's going to be

cutting in and it's kind of going to

look like

that part of the brick wall is kind of

crumbling away so i'm going to take a

bump

press shift d we'll just drop it down

here and we'll make a third bump

and then i want to take the color ramp

here and take the color and plug it into

the height

and there you go you can see that

definitely looks better i do want to

turn on the invert because i want it to

look like it's going

in instead of out so we're going to turn

on the invert and then i also want to

turn the strength up quite a bit

all right and then let's also put a

value into the roughness

so what i'm going to do is just take

this mix here and we'll put the color

into the roughness value now when we do

this

it's super super shiny you can see how

shiny that is it almost looks like it's

wet

um i don't want this i want more control

over how shiny i want to be

so i'm going to press shift a we're

going to search for a color ramp and

we'll drop the color amp right here

so now what i can do is i can click on

this black tab here which is going

through the roughness

and i can just turn this up and make it

more and more white and you can see that

as i turn it up it's going to make the

bricks more and more rough

so i don't want them to be that rough

because that's super rough but then if i

turn it down that's definitely too shiny

so just kind of like a light gray

something like that is pretty good

alright so we are almost done with this

material let's just go back over here

to the modifiers and then we can turn on

the subdivision so that it'll actually

preview it

and check out that final material now i

just want to update it again so i'm just

going to select it and then double tap

on the tab so it'll go into edit mode

and then go back into object mode

and that'll just update it we'll just

wait for that to load up and there we go

super nice and the displacement is super

cool as well because the bricks actually

pop out of the mesh so there we go there

it is there is the finished procedural

brick material

with actual displacement you can see

here over on the side it's using real

displacement and it's actually popping

out those bricks in the material

so that's going to be it for this video

thank you for watching and i hope you

enjoyed the tutorial

and if you'd like to help support this

channel i'm trying to make blender

content for a living

so if you'd like to help support the

channel as well as get the project files

for my tutorials

then you can do that on my gumroad store

and my patreon page the links are

in the description but thanks for

watching and i hope to see you

in a future video

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