Forgotten Bricks

This project was made for the “Mayterials” challenge with the theme for day 28 “Relic”. I wanted to push myself further with procedural nodes that I have been learning for some time, so I tried to recreate the iconic Nokia phone.

The material is completely procedural on a UV sphere, with no image textures (exception being a 1K HDRI from hdrihaven), no manual modeling or any scripting. Everything was made using only shader nodes.

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Wow awesome!

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Really cool idea made even cooler by using a procedural texture

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That’s a lot of node mapping. Awesome Job.

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Brings tears to my eyes… :laughing:

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This is insane! Well done!

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Original thinking. I like it. And it’s good work, too.

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The render is nice, but that nodegroup is art.

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It is impressive what you’ve done with the node system in Blender. Great work.

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So f*#@ing cool

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This is awesome. Can I ask what’s the performance like using the nodes in the shader editor compared to other material authoring softwares? Are you using the native nodes that come with Blender or you had to make some custom nodes yourself?

Workflow wise would you say you find this more convienient compared to modeling? and how would this compare to using Geometry nodes?

Cheers,

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Thank you :smiley:

If you meant custom nodes as in extra nodes via add-ons, then no, all the nodes you see in the graph came with Blender natively in the latest daily build(I am using the cycles-x branch). The only custom nodes I have built myself were nodegroups which still only contained the native nodes from Blender.

I haven’t used other tools yet so I am not entirely sure how the performance compares, though I one thing I can say for sure that Blender starts to lag when you have a lot of nodes(as in displaying a lot of nodes, you can still get some of the performance back when grouping your nodes)

I haven’t done a lot manual modeling myself and have only been dealing with nodes for quite some time, so in this project I felt more comfortable with nodes, though in some cases modeling might achieve the same thing faster than it is via nodes. I don’t have a lot of experience with Geometry nodes yet so I can’t say for sure.

Hope it helps!

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Thanks for the info. I will try and give the shader editor a spin myself for procedural materials when I can make out time.

I think a lot of material authoring artists need to see this work you just did as it proves that Blender can create procedural materials just as good. I myself wasn’t aware Blender could do this on a detailed level.

Once again, excellent work, mate.

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I featured you on BlenderNation, have a great weekend!

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Does the cycles X branch have nodes like distance node, flood fill node? I am not sure if I downloaded the correct version

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I would say that it would be much faster to model one phone and instance it onto the faces of a sphere with a simple random coloured shader. Resource wise it would also be much faster, displacement needs a lot of geometry to work and creates a huge mesh to calculate opposed to instances. Not to mention the node calculation time.

That said the shear beauty of this node tree and its result leave me amazed, I love it.
It is way beyond anything I could ever imagine doing with nodes!
As said before WOW!

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For distance you can already access it from the Vector math node, and no it doesn’t have the “flood fill” node. The only difference from cycles-x is that it is an enhancement to the cycles render engine and it should have the same nodes from the current 3.0.0 alpha. I am only using this branch as it renders faster and have better viewport performance.

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My first thought upon seeing your node setup was…

…wow, that looks more complex than mapping the human genome, or is that, geonome (chuckle).
I can only imagine what you could create when you familiarize yourself with Blenders new geometry nodes.

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Ok. Thanks. Will take a look at more in depth tutorials on youtube. :+1:

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You’re on the #featured row! :+1:

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