This tutorial is an introduction to layered procedural material creation. There are a number of benefits to using procedural materials as opposed to using bitmaps. The 2D procedurals are patterns that are created using tiled images or mathematically generated algorithmic patterns. 3D procedurals are generated through the object, such that when parts of the object are cut away, the pattern matches the exterior layout, continuing naturally through the object. Procedurals tile automatically and can provide natural looking textures without the worry of bitmap tiling/resolution. The parameters for procedurals are animatable, allowing for great flexibility.

The available control options vary from procedural to procedural, for example, the options for Brick are obviously different than the options for Cellular. Experiment with the different types and see the myriad of options open to a texture artist.

Personally, I believe that when using procedurals, it is best to layer them similar to layering in photoshop. Sometimes procedural patterns look 'computer generated' and artificial. The fact that some procedurals are mathematically generated make for a uniform look across the object. Layering multiple procedurals and materials allow for natural looking variations that greatly add to realism.


In this tutorial I will create a rocky fissured texture. I will also demonstrate some of the animatable aspects of the material.

Before we go further, I will show you the final tree of the material. This will allow you to see where the materials you are creating fit into the master plan.




STEP 1

First we will create the base material, this will be comprised of a blend of 2 materials. For charities sake, we will create them separately and then create the blend object. Our first material will be a darker* base colored dirt with a larger* bumpmap. We will create these with simple Noise maps. For the diffuse colors use 2 shades of brown.For the bump, a grayscale noise pattern will suffice.

*relative to the other material


FIGURE 1:

SURFACE 1



SURFACE 2


Now we want to Blend these two materials into one.
Create a new material.
Click Standard, and change it to Blend material type.
Discard the old material. (you may also select one of your Surface Dirt materials, and change it to Blend, and use the old material as a sub-material)
Under the blend basic materials, there are 2 material slots and a mask slot. For this material we simply need a 50% mix between the two materials. We will be utilizing the mask slot later.
Place the Surface Ground 1 in the material one slot, and Surface Ground 2 in the second material slot. When prompted, use instances.
Set the mix amount to 50.0.

GROUND SURFACE


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