Photo-Realistic Metal Material in Blender Cycles

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Photo-Realistic Metal Material in Blender Cycles

hey guys how’s it going Remington here and today I’m with you for a tutorial on how to make this really sick realistic kind of grungy metal texture and I’m also going to be teaching you guys how to customize this for yourself so you can get your own version of this now I made this for a project I called train in Cuba if you’d like to figure out the full Thor look at the full thing you can just head over to my website it’s a Remington graphics net and then from there we can just click on portfolio create a portfolio and then we click on once it loads you just click on this and then there’s a bunch of different images they’re really large images so they might take a while to load in addition to that I also have a blog and for those you that didn’t know well now you know I have a bunch of different things here you can see everyone check out the blog new channel graphics almost at 1,200 subs and if you’d like to you can go ahead and come down here oh it’s not appearing for some reason I’ll have to fix that there would be a little thing that allows you to subscribe by email so you guys can get updates whenever I posted a blog and the blog is gonna contain a lot of news and stuff all sorts of good stuff I’m gonna be advertising it on my channel eventually here but let’s go ahead and get to the tutorial now this is for blender cycles so let’s go ahead and open up blender here and you can see I just have this cube the default cube setup here I’m gonna switch from blender under two cycles rendered no blenders frozen there we go I’m gonna move my cursor back to center I’m enough so we’re going to turn on screencasting keys so you will be able to see all the different keys I pressed on the lower left hand corner here just in case there’s something that doesn’t quite make sense so I’m going to move this up one block by pressing G than X than one and I’m just going to go ahead and delete the rest of the objects in this scene because we won’t need them right now and this is just me setting up a basic scene you don’t have to do this necessarily so here I have my wonderful scene I’m going to make a new material for this and we’re just going to make it Jenna a dark gray and then you can see we already have a material for this because it wasn’t the original blender rendering engine the internal blender rendering but I moved it over so we’ll just click to use nodes and then now we have this so this will all be done in the node editor so before we do that though I’m going to come over here to this thing that says diffuse BD SF and I’m going to change it to where is it ant is dropping and isotropic sorry not in this graphic and basically what this is just a very reflective material so if I add in a UV sphere here I don’t get it it looks a lot like metal so you can see that we get the reflection in there and it’s not glossy it’s in a so tropic which is basically just metal so over here where it says default right now we’re going to click on this drop down or come over to the compositing that depositing and we’re going to make sure we have our cube selected and we’re going to come over here select use notes actually we’ll just go to the material because we material already uses notes now for those of you that don’t know how to use this little menu here it’s relatively simple you just connect different things they all have different things like color input roughness input and it’s a trap II input rotation input so on so forth and this material output is actually what finally gets put on your material so if you’re using blender you should learn how to use this it’s got a lot of super useful features so we’re going to add another anisotropic shader right here and then we’re also going to add you oops I miss that shader diffuse and I know I can be pressing shift to a right here but I always get confused with that alright so with the first one it’s we’re going to make sure that its roughness is set to zero which it already is we’re gonna make sure the second anisotropic shader has its roughness set to 0.2 and then we’re going to make sure we have a diffuse shader it doesn’t really matter what the roughness is now we’re going to add we’re actually going to go on the internet for a little bit here we’re going to look up a grunge vector this is kind of where you can go free they’re going to get all these different textures this is the one I actually used before I’m not gonna use this one because I don’t really want dented metal I want more scuffed up metal here so I’m going to try and find something that looks nice and scuffed up not so much dotted like that I’ll try to oblique and look up uh-oh run check sheer thick same one before um we can do something like this we could kind of make the metal look painted use that as a kind of like a mask almost there we go here’s someone good so this is like really nice and runny this is good too I might use this oh it has a watermark so we can’t that has water more to UM ah please be please be please be come on don’t be annoying Oh perfect so this is the texture I’m going to use so I’m just gonna go ahead and drag this onto my desktop right here you’re not

going to be able to see it because I drag it onto my other monitor but it is indeed over here and just in case you don’t believe me here it is I don’t know why you wouldn’t believe me though so in here we’re going to come into the add menu and we’re going to add a texture and add a area here image text shooter it’s up at the top I always get mixed up with that and then we’re going to add a shader a mixed shader and we’re going to mix the two and it’s a tropic shaders together and we’re going to use the color from the image texture as the factor now basically what this does is if we open up a picture here it’ll use the light color as the top shader and the dark color as the bottom shader so anywhere where it’s like it’s going to be 100% reflective and anywhere where it’s dark it’s going to be kind of rough because of the roughness we added in I’m not going to drag that in by I’m going to click open here and grab the actual texture from my desktop otherwise it’s not going to work pretty well or very well at all especially since it won’t do anything since we are working with a 3d object we’re going to change this from flat to box and I don’t know how to add in a texture coordinate so I’m going to come over here and you see I have this image texture thing here come down to vector and I’m just going to choose it generated you might want to use UV if you’re working with a more complicated model now if we switch into render view you can already see that we really have that nice grunge on there actually looks like I screwed that up there the top one is the black and the bottom one is the white and you can just swap them too you can see now it’s scuffed up in the other direction now I’m going to change the mapping a little bit here I’m going to change the scale looks like the y-axis down here so I’m going to boost the Y scale actually will drop the Y scale on my bed Oh point seven maybe point six point six looks nice then we’ll change the Y location so it’s a little bit more centered and it doesn’t have any repeating vertices and there we go so now we have that nice really just kind of you can see it just barely it’s just kind of grungy if I change the world to here I’ll make this really obvious if I change the world to black switch how to render boat here and add in a lamp and in a x-ray we’ll add in a emission plane our X 90 to rotate across the x-axis 90 degrees Oh didn’t mean to click that I will add a new material for this just basic emission texture here emission shader my bad and I will change the strengths of three and scale it up a little bit and now if we click render you can see that we kind of have that grunge on there but it’s not too obvious but it’s not to like opaque either now I’m actually going to tweak since I don’t want it to be like perfectly reflected so I’m going to add an actually an object for it to reflect here we’ll add in just a little cylinder I guess nice and tiny so you can see it’s like it’s really reflecting that that um that still under is there it’s almost too clean so I’m going to change the roughness on this – maybe 0.02 maybe that’s too much 2.01 0.05 oops sorry point elbow 5.05 there you go now I can kind of see it it looks reflective and it is reflective and we can clearly make out that it’s I might actually change this to lower point oo – but it still kind of has a bit of roughness that makes it look natural like 3 try that and there you go that starts to look a bit better now we’re going to really seal the deal because right now the texture is kind of just flat on there and doesn’t really look right so I’m going to add from my vector menu here I’m going to add a bump texture and we’re going to use the color as the height we’re going to drag out the normal to the first anisotropic second actually we’ll just do the second we’ll see what the second looks like yeah there you go it’s the second one whichever one is on top but you want to drag me anisotropy or the bump map – so that way you get this like really kind of dented metal and that way actually looks like it has some depth you can change the strength in the depth let me change my strength maybe point 7 here as I’m with you 3:06 one is actually the best option yeah one’s probably the best option for me at least and we’re also going to drag the normal down to the diffuse texture which will be incorporating soon so now I have this nice kind of done not daunted metal dented metal and it’s kinda it’s more just dented than actually scuffed up so I’m gonna go ahead and I’m just gonna look up a white grunge texture I’m just gonna try and find something that’s really nasty like here we go that looks good someone use this we’re going to save image as to my desktop and call this

white run it is a small texture but it doesn’t really matter in this case and now we’re going to add another image texture and then we’re going to drive the generated down to the vector here just so we have the same thing or change this to box and then we’re going to open that from our desktop so weight grunge JPEG and then we’re going to go ahead and add a mix shader’ once again we’re going to drag the output from this mix shader’ into the top you might have to switch this later and the diffuse into the bottom and then we’re going to use the color as the factor it looks like it’s going to give us a bit of trouble here so maybe if we unplug that hmm I don’t know why I’m doing this right now it’s a little bit funky Oh duh make sure you connect the shader output to the surface over here I am really stupid for missing that so now you can see it looks a lot more scuffed up I might have to actually swap the other we go if we swap them we get a lot more and you can see that we really get that kind of washed out texture everywhere it looks really nice and now it looks like a really kind of beat-up queue which is kind of like I closed it already which is kind of like the result we were trying to get you can really zoom in here and see a lot and if you’d like to drag the bump bond you can some people like this look some people don’t it’s all up to you so you can see it actually really adds a lot more detail when you do that I’m actually going to go ahead and just use a HDRI image that I found online from earlier for the world just so we can get a little bit better idea yeah by the way all the links these textures will be in the description you just go and grab those from there it will be all uploaded everyone resources ok alright so this is the hgri image I use it’s just a nice little house and you can see the only reflection that was really captured in the image was this little teapot over here this general area the rest was just there but I can really see that it kind of reflects the rest of the room but it really doesn’t all that much it mostly just reflects main things now if you want to dial this down what we can do is we can actually add another mix shader’ between is the the two here and we can mix the previous shader with the antistrophe it’s in this subtropical mouth speak today god I’m just doing terrible anyway you mix that with the diffuse down here and we can actually change the factor to change the opacity of the diffuse so you can see if we change the are weighted down we see purely this shader if you change it all the way up you see purely this shader and if we change to about 0.35 maybe a bit more for five yeah we changed to about 0.45 or 0.5 you get this really nice kind of brushed oldish metal and I’m actually going to drag this bump back down so we can see all the little details in the cube now of course this does look a lot better when you actually have something with contrast to so I’m actually gonna change the material this to maybe something it’s not black but maybe something of them has a bit of colour there you can see like you can really see the little lines in the middle from all the different things in there that’s really in the script but you can see all the all the textures now if you want to make this look a little bit older maybe a bit rusty what you can actually do down here is you can come to the colour you can give it just a bit of an orange hint and actually hanging will will change this back to pure white oh mine it’s pure white enough and now you can really see that it’s got just a little bit of that red tint in it not too much if you want to boost it more you can make it like a vivid orange like that I don’t like that look too much though and I think it actually looks kind of cheesy so we’re going to take it to the next step I’m going to change this back to white here maybe that’s like a nasty yellow grunge and we’re going to add some rust to this so I’m going to use the same image textures before we’re going to add another shader and in this case I’m going to use a diffuse shader because rust is not very reflective like if we look up rust here that’s hopefully the game doesn’t come up yeah you can see it’s really not that reflective it’s very bland almost and I’m actually gonna save this texture right here so I’m going to save the image as and then looks like it’s just rust so I want remember that title and we’re going to use this as our factor but we are going to need the image texture again for the rust right here and we’re gonna use that as the color for the diffuse and now we’re going to add yet again another mix shader’ we’re going to use the image texture from actually will use the image

texture from up here as the factor because that one’s a little bit more precise you can already see where it’s kind of going to be resting because it’s black right now so you see all the corners are going to get that nice rusted texture and that’s actually a really useful tool if you only connect one you can see the blackness of where things are going to connect to it but now if we connect this you can see that we get that it’s it’s an all right rust it’s not the best looking this looks like it’s actually a little pixelated there I might have to reposition this texture because I must have not pushed it completely off like I was meant to do so there we go that looks a bit better so now it’s nice and rusty if you’d like to you can actually change the color of the diffuse as well if we add in a weight I figured out why we didn’t connect it to the generated section here there we go and then we have to change this to box and now you can stereo now we have that really really vivid rust now I don’t I really don’t like that much rust if you’ll need that much rust go for it instead I’m going to add in another mix shader’ and we’re going to use the same opacity technique as before we’re going to use this in this and we’re going to set the opacity so you can see there it’s kind of dropping down a little bit maybe 0.7 maybe we go I have these switch that’s why wait seven there we go so now it’s rusty it’s not 100% rusty but you get that really nice texture as well and then we can use the bump from this up here or down here too and it looks like it might be a little bit too strong but you get the general concept and we get this really nice cool looking metal texture so if you would like to customize this for yourself get an entirely different metal texture you can actually swap out the image textures that I’ve chosen here for another image texture so let’s say I wanted less grungy we could look up white scratch texture because scratches are typically less scratchy or less like fuzzy because went here will actually look at the metal here so in metal there’s like it’s either really glossy or it’s kind of got this kind of shimmering almost but it’s not quite glossy it’s kind of diffused as well and that’s kind of what I was going for this cube but if you want like really glossy with just scratched up we can get this scratch texture right here let’s get watermarks on it as a water man this one might be good this one this one’s no that’s deposit photos maybe if we open up our search tools and look up labeled for reuse oh here L here we go here’s the nice one this one’s like really high-def so that’s a lot of scratches it might be a little bit too scratchy but now Venus open it up in here so this one’s my defusing kind of texture slight grunge and have to find texture brush scratch and I’m actually going to go ahead and disable via the rust for a second here so you guys can see this now you can see it’s really kind of grungy right now that’s because this image is actually kind of inverted so if you remember if you look at this one it’s white on black and this one is black on white so since this is black on white we’re gonna have to swap out these shaders that we have is did I seriously not expect that I am intelligent anyway it looks fine without of being attached but um see let’s follow it we have to follow it cuz it is a little bit funky so this is going to have to go on the bottom and there you go now you see it’s a lot cleaner and all we really have is those scratches in there from the metal and like if we want to open it up in here to the HDR panel you can really start to see the scratches and oh that’s actually kind of cool you can actually see the reflection of the room kind of made out of scratches cuz I use the yeah I use the panorama instead of the brush texture anyway um there you go now you can really see it to really scratched up if we swap the shaders once again you can see it’s really not scratched up except you can see all the different in scratches in it so if you didn’t see my last video it was five really cool camera tricks in blender and I’d really advise watching that video because I don’t made my compositions about a billion times better and I can’t even imagine what it would do some of yours does I know a lot of my subscribers are really creative so I hope you guys enjoyed this tutorial if you’d like to see more tutorials regarding this we’d like these really cool materials in blender go ahead and leave a comment leave a like down below as well and that about sums it up so I guess that really wraps it up thank

you guys for watching and I’ll see you guys later adios so you can kind of look at it we can drag the camera back here and you can kind of see the pan from far away it’ll get like an orbit almost and if we move in nice and close here we get this really up-close footage looks like my camera’s off to heal me it’s just it really quick there we go that looks good so now you can see we got this nice really up-close clean orbit