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Original subtitles

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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