I’ve created a section in my blog called ‘Surface Knowledge’, specifically devoted to the development and refinement of fully procedural materials in Cycles. I shall be posting there node setups and .blend files with ready-made materials. I’m also open for suggestions for improvement, comments and ideas for new materials.
These are the materials developed so far:
- Procedural rusty metal v1.5
- Procedural varnished wood v1.6
- Procedural orange skin v1.2
- Procedural stippled finish v1.0
Head here for the goodies and stay tuned for more Surface Knowledge.
UPDATE 1: There is a problem in recent Blender builds with scaled objects and it’s affecting procedural materials and mesh lights. If you want to use these materials you should stick to r46043 or older until this is fixed by the almighty Brecht.
UPDATE 2: I’ve upgraded wood material to v1.1. I made some minor adjustments to make finer grains look less solid. The scene in the .blend file is also a lot simpler now so you can do test renders in shorter times. My rustic chair has been re-rendered with the new version.
UPDATE 3: I’ve upgraded wood material to v1.2 and rust material to v1.1. Changes in the rust material are minor. Mainly removal of unused nodes and adjustments in the metal part to reduce the gloss. On the other hand, changes in the wood material are more noticeable. I’ve added an independent controller to adjust the scale of fine grain and an additional controller to adjust the intensity of bump mapping (displacement).
UPDATE 4: I’ve upgraded wood material to v1.3. This update fixes some scaling problems that were affecting procedural textures in recent development builds of Blender.
UPDATE 5: Both Wood and Rust materials have been upgraded to 1.4. This update includes improved gloss controls based on those developed by Mango project for both materials. In the case of Rust material it also has a much improved metal material, and Wood material now has independent bump controls for fine grain.
UPDATE 6: Brand new material on the way. Procedural orange skin will be available soon.
UPDATE 7: Procedural orange skin is now available for download from my site. This new material will only work on Blender builds supporting per shader bump-mapping and anisotropic shaders.
UPDATE 8: Orange skin material updated to v1.1. Since anisotropic material is very much WIP at the moment and is suffering constant changes, I’v decided to replace it with a simple glossy shader. With very little tweaking, I managed to get the same overall look using it and now it’s future proof to boot. Since there is no anisotropic material in the setup now, controls are also a bit simpler.
UPDATE 9: New material, procedural stippled finish, and full revision of all materials developed so far.