Hey guys! Welcome back to the channel. Some of
you guys have asked me in the comments how I created this material that I use in one of my
videos. So I decided to create this tutorial to show you step by step how to make it and
you'll see that it's actually quite easy. So this is the final result. It's really cool and
all procedural, so you can easily customize it. By the way if you have any suggestions for another
blender tutorial just let me know in the comments of this video. Without any
further ado, let's
get started! Here we have a sphere to preview the material. I'm going to use the node Wrangler
add-on in this tutorial, so if you don't have it enabled, you can just go to Edit, Preferences
Add-ons, search for Node and enable Node Wrangler. With the sphere selected, I'm gonna go to the
Shader Editor, add a new material and rename it to Rusty Metal. Now I'm going to press
Shift+A and search for the Musgrave Texture. I'm going to hold Ctrl+Shift and
select the node to prev
iew the result. I'm also going to press Ctrl+T to add the Texture
Coordinate and a Mapping Node. And now I'm going to plug Object into Vector. I'm using the object
coordinate because it's going to place the texture more evenly on the object. Now I'm going to
change the Musgrave texture to Multifractal, change the scale to 1.2, set the Detail all the way
up to 15 and I'm gonna set the dimension to zero. Okay, so these dark areas are going to be the rust
and these white areas are going to be
the metal. Now I'm going to add a Colorramp to control the
colors. So press Shift+A search for Colorramp and drop it here. I'm going to plug the Color into the
Base Color of the Principled BSDF, hold Ctrl+Shift and select the Principled BSDF, and I'm going to set
the colors. So this one is going to be 7D391C. I'm gonna add a new slider to
create some color variation, and this one is going to be 79461D. You don't need to use the same colors I'm using, you can just experiment and see which
co
lors work better for you. For the metallic part I'm going to use a gray, so it's going to
be 717171, and I'm gonna grab this slider and move it to something like here I guess. So now we
need to control the Metallic of our material, but the Rust part is not going to be metallic, so I'm
going to use the Musgrave Texture to determine where it's going to be metallic and where it's
not going to be metallic. So I'm going to plug the Height of the Musgrave Texture into the
Metallic of the Principl
ed BSDF. Now I'm going to add another layer of rust, so I'm going to press
Shift+A and search for a Noise Texture. Let's plug the Object of the Texture Coordinate into the
Vector of the Noise Texture as well. I'm gonna hold Ctrl+Shift and select the Noise Texture
to preview it. I'm going to change the Scale to 7, I'm gonna set Detail all the way up to
15, and I'm going to change the Roughness to 0.65. Now let's bring in a Colorramp, and drop it
here. And now I'm going to flip these two valu
es. All right, yeah! I think it looks
good. Okay so now I'm gonna mix these two colors together and to do
this I'm going to bring in a Mix Node. I'm going to change it to Color, and I'm going to plug
the result into the base color of the Principled BSDF. And I'm going to plug this Color into the
Factor of the Mix Node, and I'm going to plug this Color into the A, and I'm going to use the B value
to determine the color of the second layer of rust. Okay so I'm going to set a Color. So the hex
value will be H3402C. Again, you don't need to use the same colors I'm using, it's just
for reference. Okay, so now we need to work on the Roughness. So what I want to do, I want to increase
the roughness on the rusty areas and make it more shiny on the metallic areas, and to do that, I'm
going to select this Mix Node and press Shift+D to make a copy of it, and I'm going to plug this
Color into the Factor, and this Color into the B. Let me preview this result first. So the dark areas will
be more shiny,
and the other areas will be more rough. So I'm going to plug the result into the Roughness.
Ctrl+Shift and select the Principled BSDF. So I'm going to use the A value to reduce the roughness because
it's a bit too shiny. Okay, a bit more. Okay, so now we need to add some bumpiness. So I'm going to
bring in a Bump Node. So, Shift+A, search for bump, plug normal into normal, and I'm going
to use this color to be the Height. I'm going to select Invert to invert the
bumpiness. I
'm going to reduce the Strength. All right, so now I'm going to add
a new layer of bumpiness. So, select the Bump Node and press Shift+D to
duplicate it. Plug normal into normal. So now I'm going to use this Color
to be the Height of the Bump Node. Okay, so now I'm going to disable the Invert. Okay,
so let me reduce the Strength because I want it to be really subtle. All right yeah I think it
looks good. And that's it! Rhis is the final result. As it's procedural, you can easily customize i
t, so
for example you can adjust the bumpiness. Like this. You can change this color to make
it look like a really old metal. And you can also use this
slider to increase the rust. You can use this one as well. Like so. And that's it! So, if you enjoyed the video, please hit the like button and subscribe to
the channel. This way you're gonna make this content reach more people. Thanks
for watching, and see in the next video!
Comments
Very good 👏🏻
It's an amazing tutorial. 👏🏻
Thanks man, helped me a lot!
Thanx about this 👏👏👏
Gracias!! que buen tutorial:
🐯👍🏿