So, I have a concrete texture and procedural scratches. I mixed its bumps and it looks cool. But then, I’ve tried to randomize the rotation using voronoi texture 2d and other nodes, and now it isn’t working as I excepted. The scratches are in one direction. Please, help me.
There is a file:
https://we.tl/t-ehn6OZGLJa
Hmm… almost 190MiB to download and then for every one of the main Principled BSDF’s some textures are missing…
…maybe simplify this to the actual problem: randomization with voronoi… ??
And… do you think someone can decipher anything from that ?
You may have to elaborate this to get a more suited answer.
It is hard to see in your screenshot but I think you need to convert the rotation to radians. See the image below.
You have to randomize the mapping of the scratches before scaling them.
sc.blend (141.3 KB)
We only needed to see the scratches bit of the shader (on a simple object, without images and all the other objects)
note the file size of my example (compressed in save dialog)!
Thank you very much! This advice helped me to solve this problem! I’ll take the note about compressing a file.
I think that you can’t see some textures because I picked some of them from blenderkit addon. Could you advise me for the future, how can I send a huge tree of nodes instead using poor-qualified screenshot/sending a large file with missing textures?
Simply delete anything else in the blend file not relevant to the problem … you only need one plane for showing the material… also: are the images really needed ? Surely to get yout wanted end result yes… But to show the problem you are working on ???
So if you need the images then pack them !! ( File → External Data → Pack Resources )
If they are paid assets then overpaint them partly to not infringe some copyrights (do not forget to bakcup or copy to some other location before doing so !! ).
What I did in the example file was, append only the “Terrazzo Concrete” material into a new file. Then I assigned the material to the default cube (could have been a plane for a 2d texture).
I deleted the image texture nodes, the images were not relevant to the question, unpacked and purged them from the file. Leaving just the procedural part of the material.
Large node groups do not take up much space as long as they do not need images.
Compressing the Blend file in the save options dialog drastically reduces the file size, a simple scene (default cube with a procedural texture) compressed only takes up a few hundred KB (not even 1 MB).
Yes, I’ll take this advice too. I even didn’t know about these methods. And thank you one more time for the solution. I’m only starting my acquaintance with complicated node trees. I repeated this node tree with randomization from the tutorial on YouTube, but faced with that issue. Furthermore, I suggested, that I placed randomization before scaling and I didn’t think that problem in it.
I am not very good at vector math and matrices, but chaining mapping nodes gives different results from doing everything in one node.
It is the “order of operations”, it is a bit like using brackets in a calculation.
3 – (2 x 6) = -9
But
( 3 – 2 ) x 6 = 6
or
(3 / 2) x 6 = 9
but
3 / (2 x6) = 0.25
Complicate that with vector math and matrices and …my head aches.