Starting shape for making procedural texture

Written by Laurent Marechal - 26 august 2019

Classified in : Blender, Links - Tags : none

From Facegroup group on making procedural texture

Is there a cheat sheet or a guide to the various shapes that you can make in the node editor?
I am pretty new to making procedural textures, and I have made a few like glass that is foggy and wet in the rain, however, that basically used a simple variation of the voronoi texture for the fog and a mix of voronoi and noise for the water droplets. It never would have occurred to me that it is possible to do something like using the XYZ co-ordinates to change the wave texture and create a damask pattern (as seen in one of the unit videos made by Blender Insight)

So I was wondering, would it be possible for everyone to share how they make certain basic shapes in the material editor? Perhaps if we document just that, we can create a resource that other artists can build off of more easily. Especially things like masks.

Response from BrlenderInsight:

The thing with procedural is that it is more or less infinite. You can create whatever shape you want. However, for the most common basic "starting shapes" I normally think like this;
Musgrave = rust, dust, decay, veins (type ridged multi...),

Voronoi = biological cells, circular pattern, motherboard (Blender 2.8), city from above, stars (type Minkowski), camouflage and puzzle (using cells),
brick = brick wall, tile wall, wafers or lead windows (45 degrees turned), and all that can use squares,
wave = water, wood, building block for mathematical changed maps, Magic = cloth, fabric and repeating abstract colorful patterns like wall papers,
noise = all types of distortion where I need a more regular pattern compared to musgrave. Noise is also good for circular distortion if turning the distortoon parameter high up.

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