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Original subtitles

in this blender tutorial I'll show you

how to create this procedural black vein

marble material and then after we create

the procedural material I'll show you

how to join it together into this custom

node group so you can customize the

material so there is a scale value so

you can make the material bigger or

smaller on your object then there is a

vein scale so you can just change the

size of the veins and then there's also

a noise scale then there's three

different colors so color one is this

default black color then there's color

two which is kind of like this gray

color in the middle and then there's

color three and this is the veins color

then there's Distortion value so you can

make the veins more distorted if you

want to then there's also the veins

visibility so you can turn this up a

little bit to see more of the veins or

turn it way down if you want them to be

more subtle then we have the veins

detail amount and then we have also the

veins Distortion and then we have the

subsurface so marble does allow a little

bit of light to go through the material

so you can change the subsurface

scattering right there and then we have

the roughness of the material and then

we also have the bump strength if you

want the surface to be a little bit

bumpy and if you'd like to purchase this

procedural material and help support the

channel you can get that on my G store

and my patreon page with the links in

the description and you can also check

out my ultimate blender procedual

material pack if you'd like to purchase

all of my procedual materials and my

ultimate material pack will also come

with future updates when I make more

materials so once you set up the

material pack as an asset library and

the blender then you can just drag and

drop the materials into your 3D scenes

and I've also just released a procedural

marble and granite material pack which

comes with all of these marble and

granite materials you can check out that

material pack with the links in the

description you can also purchase any of

my materials individually on my GED

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 if you want to set up the

3D scene the same way that I have then

I'll show you what I did so I went to

the ad menu and I went to mesh and added

an icosphere and then right behind me on

the add icosphere settings I turn the

subdivisions up to six so it is nice and

smooth and round and I will use the

object context menu and shade it smooth

Now the default objects in blender are

quite large so I'm going to scale this

object down to like a0 2 and then I will

apply the scale then I'm going to move

this over here and I'll go to the ad

menu and I'll add a cube and I'm going

to scale the cube way down and I'll

press contr a and apply the scale and

I'll move the cube over I can double tap

the r key to do use the track ball

rotation and just kind of rotate the

cube and then if I go into edit mode

I'll press contrl B then I'm going to

drag my mouse to make the bevel bigger

and I can use my scroll wheel to add

more cuts to the bevel so I'll just make

a nice big smooth bevel like that go

back to object mode and I'll shade this

object smooth then I also added a camera

and I just pointed the camera at the

objects and if you select the camera and

then click over here to go to the object

data properties I turned the focal

length to 80 just because it zooms the

camera in a little bit and I like that

better now as for the lighting I added a

few different area lights so I added

this large area light right here and I

set the power to 120 and it's pointing

down at the objects and then I wanted to

add a bit of a rim light and some

Reflections on the bottom so I added

this really big area light and this one

I turned the power to 50 so we get some

nice lighting now also to get some more

realistic lighting and Reflections I

went here to the world properties and I

added in the Machine Shop 02 1K hdri

from poly haven.com I'll have the link

in the video description if you'd like

to download it and I downloaded the 1K

version and the HDR version so once you

download the hdri you can click on the

yellow dot here next to color and you

can choose environment texture and then

just click on the open button and open

up the hdri and then just a few more

settings that I'm going to go over I'm

going to be using the Cycles rendering

engine because I'm going for realism so

that's over here on the render

properties and also if you want to make

the background transparent you can open

up the film Tab and just click on the

transparent button so the HD will still

light the scene but it's not quite as

distracting and you can't see in the

background and then also here on the

color management I'm going to be using

the view transforma filmic and I'll set

the look to very high contrast to make

the colors pop out and to make it more

contrasted and saturated so I in the

shading workspace so I have the 3D

viewport right over here and I'm in the

rendered mode I'm just going to make

this smaller so we have a bit more space

here and I'll make this side panel

smaller so I'll select one of the

objects let's click on new to add a new

material and I'll just rename this to

black veined marble and then I can

select the other object and add the same

black veined marble material now going

to be using the node Wrangler add-on to

preview the different nodes so you can

click on edit you can go to the

preferences and over here on the add-ons

tab if you go to the search and search

for the node Wrangler 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 to start off I'll go to

the ad menu and I'm going to search for

a voro texture and we'll drop it here

now to use the feature of the node

Wrangler 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 also with the

voro texture selected I'll press contrl

T to add the texture coordinate and

mapping and I want to use the object

coordinates because the object

coordinates will place the texture on

the object more evenly so we're going to

put the object into the vector the

mapping and let's drag these down here

then let's change some of the settings

of this voro so I'm going to turn the

scale up to a 10 and also right up here

on this type I'm going to change the

feature output to distance to Edge and

that way it's going to have those little

cracks there so the scale is going to be

10 the detail will turn up to five so it

has a bit more detail and the roughness

I'll turn to

a84 and then I'll leave the other

settings how they are now it does look

really dark right now but we are going

to make it lighter now what I want to do

is distort this texture to make it look

a little bit more noisy and random so

I'm going to go to the ad menu and I'm

going to search for a mix color we'll

put the mix color between the mapping

and the voro so what we're going to do

is mix the vector between the mapping

and a noise texture so I'll go to the ad

menu and I'm going to search for a noise

texture we'll drop this here let's drag

these nodes back and I'm going to bring

the noise texture down here let's contrl

shift and select the noise texture to

previe it and I want to use the same

object coordinates so the vector of the

mapping will go into the vector of the

noise texture and let's change the

settings so I'll turn the scale to a 25

let's also turn the detail all the way

up to 15 and it'll turn the roughness up

a little bit to a 65 so now this noise

texture the factor is going to go into

color B and the original mapping is

going to go into color a of the mix

and let's contrl shift and select the

voro texture preview it now on the mix

type here I'm going to change this to

the linear light instead so it is a

little bit hard to see I want to show

you what this is doing but it's kind of

hard to see cuz it's a bit dark so to

make it lighter let's drag these nodes

back and I'll go to the ad menu and I'm

going to search for a map range node to

control the white values and dark values

so we'll put the map range here after

the voronoi so let's drag it over here

so now what I can do is I can change

this two Min value you can see if I turn

this up it's going to be a bit brighter

so I'm going to turn this 2 Min to just

like 8.4 so it's a bit brighter now here

on the twax we can also turn this up to

make it more contrasty so this 2ax value

I'm going to turn this up to a 90 so now

you can definitely see that quite a bit

better you can see what it's doing so

now let's go back here to this linear

light so this mix node is mixing between

the noise and the mapping so if I drag

the factor around if I turn it to zero

it's just using the mapping but if I

turn it up more and more it's going to

use more and more the noise so it's

being more distorted so I'm going to

turn the factor to a 05 so it's just

using a little bit of the noise texture

so that way it's distorting the voro

texture cuz it's going through the

vector and so now you can see that that

original texture that we had kind of has

a bit of noise and it looks a bit random

so that's going to look a lot better now

I also want to make another voro texture

and it's going to be distorted the same

way so so I'm going to select these two

textures I'll press control shift d to

duplicate the nodes but keep the wires

plugged up we'll drop them down here and

I'm going to control shift and select

this one here so we now have another

vorno and another map range and I want

to change these settings to make the

texture look a bit different so I'm

going to turn the scale to 12 and the

roughness I'll just turn to like 8.8 and

then on the map range node here we can

use these values to make it lighter or

darker so I'm going to change these a

little bit so the two Max I'm going to

turn this to 85 and then the two Min I'm

going to turn to

a054 but then I'll leave the other

settings how they are so I can hold down

the control and shift key and select the

different map ranges and you can see we

have two different textures now so I

want to add some colors to both of these

and we're going to be mixing them

together so first on this bottom one

here I want to make the colors so I'll

go to the add menu and I'm going to

search for a mix color and we'll put

this after the map range and the result

is going to go into the factor so now I

can make the two colors so color B is

going to be fully black and then color a

is going to be kind of like a gray color

and if you want to use the same exact

hex value I'm using for color a the hex

value is going to be 54 52 4f so those

are going to be the first colors so then

I want to mix in the other voro so I'm

going to drag these back so I have more

space I'll select the mix and I'll

duplicate it and stick it right here now

what we want to do is put the map range

into the factor and then this mixed down

here this is going to go into color B so

if I now take color a and turn up the

color this is going to be the veins of

the marble so for color a I'm going to

make this a pretty light color and the

hex value for this color here on color a

is going to be a hex value of six C's so

now if I zoom in closely you can see we

have some really detailed veins in the

marble then we have a few little gray

bits but it is pretty subtle and then of

course there's a black so let's take the

mix result and I can put that into the

base color and I can control shift and

select the principal Shader to pre R

Edge and then here on the roughness I'm

going to turn this way down to

a16 so it is much more shiny now I also

want to add a little bit of subsurface

scattering so let's open up the

subsurface here and I'm going to turn

this weight up to a05 because marble

does allow a little bit of light to go

through the material so I just want to

add a little bit of subsurface and then

I do want to add a little bit of surface

bump but I want it to be pretty subtle

so let's take the mix result and I can

put that into the normal but then to

convert the color data into bump data or

normal data I'll go to the admin menu

we're going to search for the bump node

and I'll stick it between the mix and

the normal and the mix result is going

to go into the height value so now it's

being converted to bump data but I want

this very subtle so I'll turn this

strength down to

8.02 so it is pretty subtle so there's

just a tiny bit of bump over the surface

and then there is just one more thing I

forgot to do so if I go to the voro

texture and go to the bottom voro I want

to turn this detail value up to 15 and

that way it's going to be more detailed

so if I zoom in there you can kind of

see that gray more better so if I

control shift and select the mix there

now you can definitely see that that

subtle gray marble has a lot more detail

so I'll control shift and select the

principal Shader and that is it for the

procedural material so I'll now show you

how to join it together into a custom

node group so you can have customizable

values so I'll just click and drag to

BLX select all the nodes except the

material output I'll press contrl G to

join it together into a node group and

then I'll hit the end key to open the

side panel and I'll click here on the

group Tab and on the interface I'm going

to double click on this to rename it and

I'll rename it to Shader because I like

that better so I'll now hit the Tab Key

to go outside of the node group and I'll

drag the node group over here let's make

it a bit bigger and then I will copy the

material name and I'll paste it here in

the node group so that it's called black

veined marble so we'll hit the Tab Key

to go into the node group and let's go

over here and select the group input and

we can plug vales up to the group input

to control them outside of the node

group so this mapping node is plugged up

to all the textures so the scale values

will change the size of the entire

material so we'll put the scale into the

extra socket here and if I click on the

scale right now it is three values but I

want to be one value so we'll click on

the type here and we'll change it to

float so it is one value Now the default

value I need to turn that to one and

then we'll go outside of the node group

and the scale here I need to turn to one

so now this can control the entire size

of the material so we'll go back into

the node group now I also want to

control the vein scale so we'll drag the

group input up here here and this top

voro has a scale value so let's put the

scale into the extra socket and if I

double click on this to rename it I'll

rename it to vein scale then let's drag

the group input back here and this noise

texture has a scale as well so I want to

use that to change the noise scale so

we'll put the scale into the extra

socket let's rename this one here to

noise scale then I want to control the

colors so I'll drag the group input

right over here and then I first want to

take the black color put that into the

extra socket then the gray color into

the extra socket and then also right

here we'll put this into the extra

socket the last one and let's rename

these so I'll rename them to color one

and then also color two and then for the

last one here you could call it color

three but I'm actually going to rename

it to veins color cuz that's a bit more

detailed because it is controlling the

color of the veins then I want to

control the Distortion so I'll drag the

group input back and this linear light

here which is the mix color you can drag

the factor to make the texture more

distorted so I'll put the factor into

the extra socket and I'll rename it to

Distortion then I want to control the

visibility of the veins so if we go up

here to this top voro in the map range

this map range value has the from Max so

if I drag this up and down that'll make

it more or less visible so let's take

the from Max we'll put that into the

extra socket and I'll rename this to

veins visibility then I want to control

the detail of the veins and so this

noise texture here is distorting the

voro so you can see if I drag this up

and down that is changing the detail of

the veins so we'll put the D detail into

the extra socket and I'll rename that to

veins detail and then let's also add

this Distortion value so I'll put the

Distortion into the extra socket and

I'll rename this to veins Distortion and

then let's click on the group input and

I'll drag it way over here and I want to

control a few more things over here so I

want to control the subsurface so we'll

put the subsurface weight into the extra

socket and I'm just going to rename it

to subsurface or subsurface scattering

whatever you want to call it and then I

want to control the roughness value so

I'll put the roughness into the ex extra

socket and then finally we'll put the

bump strength into the extra socket and

I'll just rename this to bump strength

all right so I'll drag the group input

back down here I'll hit the Tab Key to

go outside of the node group let's hit

the end key to close that side panel and

there is the finished black veined

marble material so I'll just review the

material so we have the scale value then

we also just have the vein scale and we

just have the noise scale and then we

have the different colors so color one

and we we also have color two and then

we also have the veins color so this

could actually look really cool if you

make it maybe like a bright blue color

or something like that maybe even a red

color red looks kind of cool so you can

really customize the material then we

have the Distortion value to make it

more distorted or less distorted we also

have the veins visibility if you want to

see more of them or you can turn it down

to make them more subtle we also have

the veins detail and the Distortion of

the veins and then we have the

subsurface scattering so it does is a

little bit hard to see on this material

but if you look kind of on the edges

there is a little bit of light going

through the material and then we have

the roughness so you can make it more of

like a polished marble or a less

polished metal so that'll change the

roughness and then finally the bump

strength if you want to make the Surface

a bit bumpy so that'll wrap it up for

this tutorial so I hope you enjoyed the

tutorial and thank you for watching and

if you'd like to help support me and

this YouTube channel you can purchase

this finished procedural material on my

gum store and my patreon page the links

are in the description and I've also

just released another material pack

which comes with all of these granite

and marble materials so if you're

interested in purchasing that material

pack I'll have the links in the

description or you can get access to all

of my procedural materials by purchasing

My ultimate blender procedural material

pack which comes with all my procedural

materials plus future updates with more

materials and all the materials are

preset up for blender's asset browser

with custom thumbnails sorted catalogs

and customizable node groups so you can

easily drag and drop the materials from

the asset browser into your 3D scenes

and then you can customize the materials

using the node groups you can also

purchase any of my materials

individually on my G store and to learn

how to create any of my materials

definitely check out my blender

procedural material tutorial playlist

here on YouTube the links are all in the

description but I hope you found the

video helpful I hope you enjoyed it and

thank you for watching

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