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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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