
Introduction to the course and what you can expect from it.
A quick video on how to download the resource files for the course. You can also download all of the course videos as well, and I'll show you how.
Important render settings to change before starting the course.
For this course you'll need the built-in add-on Node Wrangler enabled in the User Preferences. This add-on gives us extra hotkeys to use when building shaders.
If you're new to true displacement or using adaptive subdivision for displacement, this lecture goes how what they both are and how they both work. This isn't necessary to watch to follow the projects though, because the resource files contain starting files for all of the projects that are already set up for displacement and adaptive subdivision.
Quick introduction showing you what you can expect from the subway tiles section.
We'll start things off by setting up scalable texture coordinates for the texture.
Before we get into any coloring, we'll first establish displacement maps for the layers of the material, starting with the tile's displacement map.
Now we'll add cracks to the displacement map for when the tiles become damaged.
When a tile cracks, the different pieces of tiles should be slanted slightly differently. In this lecture we'll accomplish that effect which will add a lot to the realism of the final texture.
Now we'll jump into creating the displacement for the grout underneath the tiles.
Now that we've got some damage elements added in, we'll dial in the right values that will reflect the damage on the wall properly, like make sure the tiles crack a little before they start missing pieces.
In this lecture we'll start adding the final colors to the material.
Now we'll add some final touches to the displacement maps.
This lecture is purely for organization. We'll bundle similar nodes together into boxes called Frames which simply organizes the node tree a little more.
Now we'll take the tile part of the material further by adding some extra details like crackle.
And to finish off the tiles we'll add a wavy surface to it.
Now we'll start finalizing the grout material by adding more detail to it, like a noisy surface.
Now to add another layer of detail on top of the material, we'll start by creating a layer of grease on it, which can be distributed evenly all over, or isolated more towards the bottom of the wall.
And for our top layer we'll add a layer of mud, and like the grease material this can also be distributed evenly all over or just towards the bottom of the wall.
Now we'll just do a few final touches and the material will be complete.
Using re-routes we're going to organize the node tree so it's easier to look at. This is purely for organization and is not really necessary for the functionality of the material.
To finish things off we're going to group all of our nodes into one convenient group node that has all of our customizable settings.
Introduction to the lava project and what you can expect from this section.
We'll start by creating a mask that will show us where lava will be and where rock will be. This will also be our emission map that shows what parts of the texture will be glowing lava.
Now we'll add some cracks to the rocks that allow more lava to flow in between rocks in the area that has cooled down.
In this lecture we'll set up the Principled Shader node and set up displacement for the material.
Now we'll add a control that allows us to remove some of the rocks from the cooled area so more lava will be visible.
In this lecture we'll add a control that let's us define how the lava flows. We'll be able to set it so that lava flows from one side and cools into rock on the other, or set it so that it's just a constant flow of rock or lava in one direction.
And now we'll set up the animation component for the material, allowing the lava to automatically advance whenever the frame number changes. So basically, when you play the animation in Blender, the lava will automatically flow and whatever speed we set it to.
Using re-routes we're going to organize the node tree so it's easier to look at. This is purely for organization and is not really necessary for the functionality of the material.
To finish things off we're going to group all of our nodes into one convenient group node that has all of our customizable settings.
Learn how to turn any logo into an animated lava field.
We'll start things off by creating the bottom base layer of the material, the metal.
Now we'll move on to create the basic paint layer for the material.
Now we'll work on the most important part of the material, the color mask, which will also be the basis for other maps and masks as well.
In this lecture we'll define which areas are metallic and which are not.
Now we'll work on a mask that will be used for the bump map.
Since we have different materials, we'll need a way to control which areas are rougher(paint) and which areas are shinier(metal).
Now we'll add some more details using a displacement map.
Now that we've got a bulk of the material finished, let's add more detail to the metal by adding some rust.
Now we'll add some extra details like delaying when paint chips start to go missing.
Now the fun part, we'll add some edge damage for our objects by automatically applying vertex colors using a tool called "dirty vertex colors". By using vertex colors for edge damage this will also allows us to manually paint extra damage wherever we want it.
In this mostly timelapsed lecture I'll organize the node tree and group all the nodes together into one customizable group node.
Tap into the unlimited potential of Blender’s incredibly powerful node editor, and learn how to create advanced and highly customizable procedural textures from scratch. In this course I’ll walk you through building complex textures, step by step. You’ll learn about a ton of different nodes and creative ways you can combine them to achieve amazing results.
It All Starts With Awesome Textures
We’ll focus on 3 big projects in this course, highly customizable Subway Tiles, an animated and customizable Lava Field, and a realistic Painted Metal complete with peeling paint and edge damage. All are fun and complex projects that will give us a good mix of both technical and organic styles of textures.
For this course I teamed up with procedural texture master Erindale Woodford. Erin created the textures and I created the training. We chose these specific topics to focus on important texture building skills like technical planning and texture layering to help you gain a strong understanding of how to approach and achieve complexity.
The Thought Process and Techniques You Won’t Forget
When it comes to nodes, the thought process can be just as important as the technical knowledge, so I’ll be explaining the reasoning behind every move so that you understand not just what to do, but how to plan out every step logically too. One of the hardest parts to approaching something complex is figuring out where to start, and what kind of dependencies could complicate things further into the building process. So each step of the way I’ll include insight into the process behind the planning, and the reasons why things should be done certain ways. By focusing on the reasoning behind every step, I hope to take this complicated topic and break it down to something that sticks with you. On top of that, Erin’s techniques themselves are extremely innovative, making them something that leaves a lasting impression.
Course Updates!
Lots of bonus content has already been added to the course. The first additional project covers how to use the lava texture we make in the course to easily transform any logo into lava like in the image below. And another big project has been added in as well on created a painted metal texture with paint peeling, chipping, rust, and customizable edge damage.
Keep in Touch!
This is an intermediate difficulty course so as long as you have some experience with blender you should be able to follow along fine. But if you need any help going through the project, or even if you just want to chat about the techniques or share your progress, you can use the Q&A sections within the course, or you can email me at chris.cgmasters@gmail.com.