I love Blender...
I've been getting into Houdini recently too, finally. It's one of those bitty things were you do a rock shattering here, a fire burning there. And, almost all of it is procedural.
This got me thinking, what in blender can we do with procedural stuff? Of course, Geometry Nodes are almost completely procedural making them the obvious direction, but Procedural Shading has been in there since the beginning.
Plus when I was off - yep took a little holiday, rapidly followed by the cold from hell - I was taking photos of stuff that would look great in 3D. And I came across a funky rock. So I got round to thinking, that rock would be a great thing to shade. I bet I could do all of that with a procedural shader.
So here it is, a big tutorial designed to show you through using procedural methods to texture up a rock. Plus you can use it on any rock and it will look different every time! Every time!
Breakdown
01:42 - Open Beach scene
03:40 - Create rock texture node graph
09:24 - Using frames to organise your shading
09:50 - Duplicate the rock node graph to make lichen layers
16:11 - Using textures to control MixRGB factors
19:04 - Using ColorRamps to crush soft texting to make hard edges
21:29 - Fracturing UV Texture mapping coordinates with procedural textures
26:28 - Making Node Groups for better organisation
34:02 - Layering up the rock and lichen with our MixRGB node structure.
37:50 - Using our mixRGB node structure to add controllable roughness to our shader.
40:50 - Adding a bump and using the mixRGB node structure to control the bump height
47:22 - Using geometry position and normal direction to create a mask for the algae growth
57:00 - Making new rocks with the same shader but all look diferent! Success!
What do you think? Was this any good, or did you hate it?
Please leave a comment below.
Even better maybe suggest something I can do a time build of!
Take care guys!
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Bye and stay safe.
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