Materials -> where to start?

Hey guys,

I want to do some clothing materials like padded or woven. My thoughts are on procedural materials done in blender, but I'm a pure noob in texturing and materials. Would be great if someone could give me a piece of information on which course to start or maybe a link to a video on youtube that gives information on how to approach the topic of materials in blender 2.9 (with the principal BSDF node).
Any help is welcome.

Greetings,
tobles

  • Vue Thao(euv) replied
  • tobles replied

    Hello euv ,

    thanks for the reply. This helps, but just a little.
    I'm kind of looking for somethig that explains more from the BSDF shader and informations on how to use blenders shader nodes to generate textures in black and white to use as bump/displace maps and stuff.


    Regards,
    tobles

  • tobles replied

    Hey,

    I don't know if this makes my problem more clear, but I've fiddelt around a little and got to this point:

    I've drawn a black and white pattern so I can use the (Vector->)Bump to transfer it into height information. This is pretty much one of the things I want, but this texture is not flawless (and absolutley not symetrical) and that's why I want to do it as a procedural material. From the information I got in @theluthier course -> treasure chest, I think it is  possible to generate something like this, that is flawless but I don't know how to do this. Even worse is, I don't know what I don't know. That makes it very hard for me to go into this topic aimed at blender 2.9.
    Some time ago I found @drgnclw Man at arms , where he did what I am looking for on the sleeves (as a reference). I just don't get how to do this.


    Greetings,
    tobles

  • spikeyxxx replied

    Hi ttobles 

    You might want to check out Lance Phan on YT.

  • Jonathan Lampel replied

    While it's not exactly what you're looking for, hopefully this video on carbon fiber can give you some ideas since it also uses a weave pattern: Carbon Fiber - CG Cookie 

  • Vue Thao(euv) replied

    ttobles I think you're referring to PBR textures, not procedural textures. 

    I recommend you should check out Andrew Price's YT channels. Some of his tutorials do cover PBR (Physical Based Rendering). 

  • tobles replied

    Hey @jlampel,

    I just took a peek in this video and it looks pretty similar with what I want to do. After following a few steps I got this pattern:
    Is there a quick way to get rid of these dots where the black lines intersect?
    Thanks for your help.

    Greetings,
    tobles

  • tobles replied

    Hey euv,

    after browsing the web a little I think you are right. This padded pattern I'm trying to do are often shown in the section of PBR. Too bad I can't stand that Andrew Price...

    Regards,
    tobles

  • spikeyxxx replied

    Hi tobles, that is easy ;)


  • tobles replied

    spikeyxxx AWESOME. Do you think it's possible to make the black and white parts as gradients, so it will be a more rounded/soft height difference?

  • spikeyxxx replied

    ttobles I hope you understand: the minimum of black(0) and white(1) is black.

    But do not be afraid to ask for more elaborate explanations if you need them

  • tobles replied

    Yep, that makes sence to me. I'm still having problems getting into the blender nodes. Hopefully I'll find my way inside this topic :)

  • spikeyxxx replied

    Do you think it's possible to make the black and white parts as gradients, so it will be a more rounded/soft height difference?

    Like this:

    The Wave Texture Node already gives you a sine wave, but the Math > Greater Than makes that into a 'boolean value' 0 or 1, actually 'destroying' or 'blocking' the wave.

  • tobles replied

    This is pretty good, it's like exactly what I want to do!  If I want to get to know/learn this node stuff, would you give me a hint on where to start?

    Short question: How did you make blender use the displacement? Mine stays flat :(

  • spikeyxxx replied

    The main thing is to not use Bump Only in the Material Settings:

    I also used Adaptive Subdivision (Cycles Experimental!), but as long as you have enough Geometry, this should work.

  • spikeyxxx replied

    would you give me a hint on where to start?

    Like  said before, Lance Phan has some great beginner' videos, for instance: https://www.youtube.com/watch?v=CoCDbCbeiAk&list=RDCMUC6JnHy5VqJ4fQ_PfrgsRnWg&index=23

    But you might want to start with some simpler videos he made.

  • Vue Thao(euv) replied

    😆 That's the first thing I ever hear people say about him. 

    Okay besides Andrew Price...

    Please check out this guy too. Probably his method may pint your interest in materials for gaming.
    https://youtu.be/5EKnEIo8rHc

    Here's a video he talks about displacement. Make sure you follow along with his tutorial. 
    https://youtu.be/yrMee2gcS20

  • Kent Trammell replied

    I've got some good news and bad (less good?) news. In the portrait course I'm recording I teach procedural clothing / fabric creation in detail:

     There's only one caveat: The procedural weave pattern I created myself and will be part of the course source files as a node group. BUT I...well...still don't understand the math that goes into generating the pattern 😅 I was able to piece it together well enough based on Simon Thommes' course and this video from Erindale. However I regrettably don't understand the math enough to teach it myself. This is the weave pattern node network ONLY 😳 :

    With that said, I teach everything else about the material in-depth: Coloration, soft effect via fresnel, adding fuzz particle system.

    Maybe this part of the course will be perfect for you!

  • adrian replied

    This is truly epic @theluthier , the clothing looks almost human also. 

    You even managed to keep the nodes organised.

  • Kent Trammell replied

    You even managed to keep the nodes organised.

    Thanks for noticing! I finally committed to keeping my materials organized for this (and future) courses. It's about time, right? 😬