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in this blender tutorial I'll show you
how to create this procedural chunky
concrete material and then after we
create the procedural material I'll show
you how to join the material together
into this custom node group so that you
have customizable values so we have this
scale here so you can change the size of
the material depending on the size of
your object then we also have this
detail value so you can make it less
detailed and if you make it less
detailed it almost looks like a stylized
material then we just have the chunks
detail so you can make the chunks less
detailed you can kind of see they're
more Shar on the edges or more detailed
and then we also have the noise detail
so you can make it really really tiny
detailed or you can make it less
detailed there then we have the
different colors so we just have color
one and then we also have color two then
we have the chunks height so I can bring
the chunks down or kind of bring them up
depending on the height that I want so
if I turn the chunks height the way up
you can see there's just a few little
chunks here and there or I can turn it
down and have it very chunky and then we
also have the chunk scale and then we
have the noise scale as well we have the
roughness of the material so you can
make it really rough or really shiny and
if you make it really shiny it almost
looks like a chunk of metal and then we
have the bump strength to change the
surface bump and then we also have the
displacement strength to pop out the
mesh and if you'd like to help support
the channel and purchase this material
you can get that on my gumroad store and
my patreon page with the links in the
description and if you'd like to
purchase all of my procedural materials
then definitely check out my ultimate
blender proed Dr material pack which has
all of my proced Dr materials preset it
for blender asset browser with custom
thumbnails sorted catalogs and
customizable node groups so once you set
up the material pack as an asset Library
into blender you can just open up the
asset browser and you can drag and drop
the materials into your 3D scenes you
can also check out my procedural
material packs which are just packs of
10 materials and you can also get any of
my materials individually on my GD store
and to learn how to create any of my
procedural materials you can check out
my blender procedural material tutorial
playlist the links are in the
description so so real quick I'll show
you what I have set up in the 3D
viewport if you want to set it up the
same way that I have so I went to the ad
menu and I just added an ecosphere and
right behind me on the ad IUS for
settings I turn the subdivisions up to
six so it is nice and smooth and round
and I'll shade this smooth and also if I
go into edit mode you can see there's
lots of geometry and I want lots of
geometry because we're going to be using
the material displacements so the
material displacements need lots of
detailed geometry to actually displace
the mesh now in object mode I'm going to
scale this object down by like a 2 and
then I'll press CR a and apply the scale
because the default objects in blender
are quite large so I want to make them a
bit smaller I'm going to move this
sphere over here and then I'll also go
to the add menu and I thought it would
be cool to add the material onto a cube
so I'll add a cube and I'll scale the
cube way down and I can move the cube
over and I can just kind of rotate the
cube over like this let's go into edit
mode and I'm going to press crl e with
everything selected in edit mode and I'm
going to click on subdivide now right
behind me you can see there's the
subdivide setting settings and I'm going
to turn this up really big maybe turn it
up to like a 20 or maybe even like a 30
and then I'll use the object context
menu and shade it smooth now also I'm
going to press control 2 and control 2
is going to add a subdivision surface
modifier with two levels on the object
and I'm doing that because we're going
to be using the material displacements
so I want lots of geometry for the
material displacements to actually pop
out of the mesh and then scale this down
and you can press crl a and just apply
the scale then I also added a camera and
I just pointed the camera at the objects
and if you select the camera and go to
the object data properties of the camera
I turned the focal length up to 80 just
to kind of Zoom the camera in a little
bit now as for the lighting I added
these different area lights right here
so this area light is kind of on the
front but more to the side and I turned
the power to 70 then we have these two
backlights here so these are both turned
up to
250 and these are kind of an orangey
color just to give some cool lighting
and then also to get some cool lighting
and Reflections I added in this hdri
here so I added in this Bloomberg
Sunrise 2 1K HD and this is a free HD
from poly haven.com so I'll have the
link in the video description if you'd
like to download the same hdri that I'm
going to be using so once you download
the HD you can click on the yellow dot
here next to color you can choose
environment texture and then click on
the open button and just open up the
hdri now let's also go up here to the
render properties and it's really
important that you use the Cycles
rendering engine because the material
displacements will not work in even so
make sure that you're using cycles and
then also open up the film Tab and I'm
going to turn on the transparent button
just so that the background is
transparent so it's still going to light
the scene but it's not quite as
distracting and then also right down
here I'm going to go to the color
management and I'm going to turn the
view transform to filmic and I'll change
the look to very high contrast so I'm in
the shading workspace so I have the 3D
viewport right over here and I'll go
into the rendered mode I'm just going to
select one of the objects and then I
have the Shader editor right over here
so I'll click on new to add a new
material I'm going to drag and drop this
material onto both objects so they have
the same material and I'll rename this
material the chunky concrete now I'm
also going to be using the node Wrangler
add-on to preview different nodes so you
can click on edit and you can go to the
preferences and over here on the add-ons
tab you can click on the search and you
can search for node and just enable the
node Wrangler add-on so it's built in a
blender and I'll show you how to use it
in the video so what I'm first going to
do is go to the ad menu and I'm going to
search for a voro texture and I'll also
go to the ad menu and I'm going to
search for a noise texture and these are
going to be the two base textures now
because we turned on the Node Wrangler
add-on you can hold down the control and
shift key and then select different
nodes and that's going to preview the
node on the object now with the voro
texture selected I'll press contrl T and
that's going to add the texture
coordinate and mapping nodes and I want
to use the object coordinates because
the object coordinates will place the
texture on the object more evenly so
let's put the object into the vector and
then I want the object coordinates to to
be on both of these textures so we're
also going to put the vector to the
vector of this one here so now let's
change some of the voro settings so I'll
click on the F1 here and I'll change
this to the distance to Edge instead and
that way we're going to get those cool
chunks there and then we'll change the
scale to a seven let's turn the detail
to 15 so it's very detailed and the
roughness I'll turn up to like a 0.54
and then this lack and a I'll turn up to
five and this is going to add even
smaller chunks in the larger chunks and
then I'll leave the random it one let's
control shift and select this noise
texture and I can change these settings
as well so I'll turn the scale to a 12
also turn the detail to 15 so it's
really detailed and I'll leave the other
settings how they are so let's control
shift and select the voro texture again
and I want to change the colors so I'll
go to the ad menu and I'm going to
search for a color amp and we'll put the
color amp after the voro so now I can
drag the white Tab and I can also drag
the black tab let's just drag the white
tab kind of over here and then drag the
black tab kind of over here so you can
see as I drag this over it's just
starting to make those little black
areas pop out and then this white color
here I'm just going to turn this a
little bit down so it's kind of like a
light gray and the light gray color that
I'm going to be using if you go here to
the hex value you can punch in a hex
value of ba ba ba if you want to use the
exact same color that I'm using and I'll
drag this a little bit back and drag the
black tub over a little bit more so now
I can see it's white with some little
black chunks now later on in the
tutorial when we create the custom node
group I want to be able to control the
height of those chunks so I'll go to the
ad menu and I'll search for a hue
saturation value and we'll put this
after the color ramp now the Hue
saturation value has the value and the
value is going to make it lighter and
darker and so when we actually control
this in the custom node group that's
going to change the height cuz it's
controlling the colors so we'll be using
that later so I now want to mix the two
textur together so the voro and the
noise so what I'll do is select the
noise texture and then I'll hold down
the shift key and select the Hue
saturation value and I can press contrl
0 control 0 is going to add this mix
node so I'll drag this up here and on
the mix type I want to change this to
darken instead now the noise texture I
want that to be going into color a and
then this Hue saturation value color
that is going to go into the factor so
now we have this set to darken here on
the type and on color B I can make this
fully black so by making it fully black
you can see that there is the voro
texture you can see there's kind of
those chunks there but then there's also
some parts where it's pretty noisy so
we're mixing those two textures together
now after the darken I want to change
the colors even more so I'll go to the
ad menu I'll search for another color
ramp and we'll put this after the darken
and I can just use this to edit the
colors further so let's make the black
tab kind of over here so it's a little
bit darker then I'll drag the white over
so it's a bit more contrasty to about
there and then I'll hold down the
control key and click to add another tab
we can drag this tab around you can see
if I drag it over here or drag it back
you can kind of see those chunks better
so let's just drag it to about here but
then I want to make it kind of a light
color so it's more subtle and the hex
value of this light gray color is going
to be a hex value of DB DB DB so let's
just zoom out here and this is going to
be the base of our texture so if we box
select all these nodes we can press
contrl J just to join them together into
a frame this is totally optional you
don't have to do it but I like to join
them into a frame just to keep my nodes
nicely organized and if you click on the
frame and press f2 you can add a label
and I'm going to call this like base
texture cuz this is the main texture and
then if we box select these nodes you
can press contrl J to add a frame you
can press f2 to add a label and I'm
going to rename this to mapping again
totally optional but I just like to keep
my noes really nicely organized so
they're easier to understand all right
so let's drag the principal Shader back
here and the material output and I now
want to create the base colors so I'll
go to the add menu and we can add
another mix color let's drop the mixed
color here after the color ramp and I
want to put the color ramp color into
the factor so now the white and black
values are going into the factor so
they're going to determine what parts
are going to be color a and what parts
are going to be color B now the mixed
result can go into the base color but
let's now change the colors for the mix
so here on color a I'm going to make
this fully black and then here on color
B I just want to make this a dark gray
color and if you want to use the same
exact hex values the black color is
fully black so the hex X values will
just be 6 zeros but then color B here if
you go to the hex value this is going to
be 28 28 28 so let's contrl shift and
select the principal Shader we can drag
this back here let's drag this up and if
I select this mix I'll press contrl J to
join it together into a frame I'll press
f2 to add a label and I can just rename
this to base color we're also going to
be adding another mixed color later to
mix in another texture so that's why I'm
adding the frame there so let's now
create that other group of textures so
we're going to add another noise texture
so I'll go to the ad menu we'll search
for a noise texture let's just drop it
down here and then I want to use the
same texture coordinate in mapping so
that we're using the object coordinates
so let's put the vector into the vector
of the noise texture and I'll contrl
shift and select the noise texture
preview it and we can change some of the
settings so I'll turn the scale to 40
cuz I want to be pretty detailed we'll
turn the detail to the max of 15 and
I'll turn the roughness up to like 8.6
and I also want to make this more
contrasty so I'll go to the ad menu and
I'm going to search for a color ramp
we'll put the color ramp here after the
noise texture so now I can drag the
white Tab and black tab around and I'm
actually going to flip the values so
I'll put the white tab kind of over here
and the black tab I'll put that kind of
out there so it's pretty contrasty so I
can select these nodes I can join them
into a frame and I can add a label and
I'm just going to call this noise so now
I want to take this noise and I want to
put it into the base color because if I
control shift and select this mix here
you can see it's kind of subtle and
there isn't too much detail so I want to
add this noise texture into the base
color to make some parts lighter and
darker and just add more detail so I'll
select the mix color I'll press Shifty
to duplicate it and we can drop it down
here and make sure the result is going
to the base color so now this mix here
this is going to go into color a and
then this noise texture color ramp this
is going to go into the factor and then
color B here this is going to be fully
black so if I control shift and select
the mix here you can see it's going to
be darker and actually what I want to do
is just add the dark values from the
noise so if we click on this mix here we
can change it to darken so now I can
control shift and select the mix and
control shift and select the darken you
can see the difference so there's just
lots more detail and some little dark
areas here and there and so make sure
the darken result is going into the base
color and I can control shift and select
the principal Shader to preview it now
it's still not looking really like
concrete right now and that's because it
doesn't really have any bump so we're
going to be adding the bump as well but
first I want to add the roughness cuz
it's definitely too shiny so I'm going
to take this color amp color and I'm
going to plug that into the roughness so
that there's some variation between some
parts being more rough and other parts
being more shiny but I want to control
how rough and shiny it is so I'll go to
the ad menu and I'm going to search for
a color ramp and we'll put the color
ramp in The Wire between the color ramp
and the principal Shader just drop it
there and then we can change the colors
of the color amp to make it lighter or
darker so if it's lighter it's going to
be more more rough and if it's darker
it's going to be more shiny so on this
black tab here I'm going to make this a
light gray color and the hex value is
going to be 69 now later on in the
custom node group I want to be able to
control the roughness values so if we
control the light and dark values
that'll control the roughness so let's
go to the ad menu we can search for a
hue saturation value and put this after
the color amp and so now we have the
value here which is going to make it
lighter and darker so that'll make it
look more rough or more shiny so You Can
Box select these nodes you can join them
into a frame you can select the frame
and you can add a label and I'm just
going to call this roughness again just
to keep things nicely organized so now I
want to add this noise texture into the
normal to give it some bump so let's
take the color amp color from this noise
group we're going to put that into the
roughness but then to fix the weird
shading issues we need to convert the
color data into normal data that the
Shader can use so I'll go to the ad menu
and I'm going search for a bump node and
we'll put the bump node between the
color amp and the normal and we want the
color amp color to be going into the
height value so it converts it to bump
data so then here on the strength I can
just turn this to a 0.15 so it is much
more subtle so the last thing that I
want to do is add the displacement so it
actually looks really bumpy and
interesting because right now it kind of
looks like concrete but just not really
that interesting and it's not bumpy so
what I want to do is take this base
texture we're going to take this color
color and we're going to put this into
the displacement but then we need to
convert it to displacement data just
like we did for the bump node we
converted the color data into bump data
so we need to convert the color into
displacement data so we'll go to the ad
menu and we're going to search for a
displacement node we'll put the
displacement here in the wire so drop it
there and then drag it down and then we
actually want this color imp color to be
going into the height value so now it
looks really bumpy but if you look on
the edges it's not actually display
placing the mesh that is because we need
to open up the side panel here and we
need to go to the material settings and
on the displacement here instead of it
being bump only we need to change it to
displacement and bump so that it's using
the displacements and if you don't see
the setting that is probably because
you're using blender Eevee so make sure
you're using the Cycles rendering engine
so that you can use the material
displacements all right so I'll make the
side panel smaller and you can see it's
way too strong so I can change the scale
here to make it more strong or less
strong so I'm going to go with a scale
value of like a 04 so now you can see
all those chunks there are popping out
of the mesh but it's not too strong and
that is it for the procedural material
so let's now join it together into a
custom node group so we have more
control over customizing the material so
I'll click and drag and box select all
the nodes except the material output and
I'll press contrl G to join it together
into a node group now if you hit the Tab
Key you can go in and out of the node
group with the node group selected so
I'll hit tab to go out of the node group
I'll drag the node group over here next
to the material output and I can drag it
out to make it bigger and then I will
copy the material name and paste it here
in the node group now if you hit tab to
go into the node group you can hit the
end key to open up the side panel you
can click on the group Tab and then here
on the bsdf I want to rename this to
Shader just because I like that better
so outside of the node group you can see
it says Shader so let's go back into the
node group and right over here if you go
over here to this group input we can
plug values up to the group input to
control them outside of the node group
so this mapping is plugged up to all the
textures and so the mapping scale is
going to change the size of the entire
material so let's put the scale into the
socket there and then if I click on the
scale you can see it's three values but
I instead want it to be one value so
we'll click on the type here and we'll
change it to float instead that'll make
it one value and on the default value
we'll turn that to one and if we hit the
Tab Key to go outside of the node group
we need to turn the scale back to one
but now that'll control the entire size
of all the textures so it'll change the
size the material so let's go back into
the node group now I also want to
control the detail and so we have these
two base textures here and they both
have detail values so I'll put the
detail into the extra socket and then
the other detail I'm going to put that
into the same socket so this detail will
control both of the details of both
textures at the same time now what I
also want to do is just control the
chunks detail and we have this roughness
Val value here which does a really good
job doing that so let's put the
roughness into the extra socket and then
if I double click on this to rename it
I'll rename it to chunks detail and then
I also want to do the same thing for the
noise so the noise has a roughness value
which can make it look super detailed so
I'll put the roughness into the extra
socket double click on this to rename it
and I'll just rename it to noise detail
then I want to control the colors so
drag the group input right up here let's
drag it over here and you can see that
color a and color B on both of these
they're both fully black so I'm going to
put a into the extra socket and then
this other one here B will'll put that
into the same socket since they're both
black and I'll double click on this to
rename it and I'll rename it to color
one then here on B this is the dark gray
so we can put that into the extra socket
I'll double click on this and rename it
to color two then I want to control the
chunk height so this Hue saturation
value has a value which makes the colors
lighter or darker and so by turning the
value up and down that is going to make
it like lighter and darker and because
that is eventually going into the
displacement it's actually affecting the
displacement so we can put the value
into the extra socket here double click
on this to rename it and I can rename it
to chunks height then I want to control
the chunk scale so we can just go here
to the voro we can take that scale value
and just put that into the extra socket
and I'll rename this one on the side
panel here to chunk scale then I want to
be able to control the noise scale so
we'll just take the scale from the noise
and put that into the extra socket and
let's just rename this to noise scale
then I want to control the roughness of
the material so I'll select the group
input here and I'll drag the group input
somewhere over here and you can see
there's this roughness so the roughness
has this value and the value is going to
make it lighter or darker that is
changing the roughness so I'll put the
value into the extra socket here let's
double click on this to rename it and
I'll rename it to roughness then I want
to control the bump strength so we'll
drag the group input down here or drag
it over here and let's take the bump
strength here here we'll put that into
the extra socket and then double click
on this to rename it and I'll rename it
to bump strength and then I also want to
control the displacement strength so
let's take the scale and put that into
the extra socket and I'll rename this
one to displacement strength all right
I'll drag the group input right back
here I'll just drag it at the end of the
node setup I'll hit the end key to close
the side panel and I can hit the Tab Key
to go outside of the node group so we
have the scale value so you can change
the size of the texture so it fits the
scale of your object we also have this
cool detail value so you can kind of
make it look like a stylized chunky
concrete if you want to do that then we
also have the chunks detail and the
noise detail and then we have the
different colors here so color one and
color two so you could like make color
two kind of like a brownish color or a
reddish color if you want it to look
more like a brownish rock or something
like that then we also have the chunk
height so you can make it really small
if you want to and just have it like
less damaged or you can make it look
super damaged and chunky then we have
the chunk scale and then also the noise
scale then we have the roughness of the
material so if you turn the roughness
way down it kind of looks like a
metallic material and then we also have
the bump strength and then finally the
displacement strength to pop out the
mesh so that'll be it for this tutorial
so I hope you enjoyed this I hope you
found it helpful and thank you for
watching and if you'd like to help
support me and this YouTube channel and
purchase this material to use for your
projects then you can get access to this
material on my G store and my patreon
page the links are in the description if
you like using procedural material in
your artworks and your projects then
definitely check out my ultimate blender
procedural material pack which comes
with all of my procedural materials
preset up for blender's asset browser
with custom thumbnails sorted cataloges
and customizable node groups so when you
set up my ultimate material pack as an
asset library in the blender you can
drag and drop the materials from the
asset Library into your 3D scenes to add
materials to your project you can also
purchase any of my materials
individually on my gumd store and to
learn how to create more procedural
materials definitely check out my
blender procedural material tutorial
playlist here on YouTube the links are
in the description so I hope you enjoyed
the video and thank you for watching
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