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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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