hey this is Kevin with blender binge back with another tutorial for you this
time is another request through my comments section that somebody wanted to
know how to make an ancient bronze shader in blender and what's really cool
challenge for me so here is how I would go about doing it and after watching
this video you'll be able to also ready let's go so to show you the setup really
quickly I quickly modeled the simple vase and I
also have this kind of quasi fake photographic draped backdrop and some
lights around hitting this and an object is dead center and the camera is just
looking at the object dead center alright very simple setup you can
probably set this up too so when we go ahead and create this shader the first
thing I did was I looked at some reference material and if we look at
reference material for ancient bronze man which is pretty much just a copper
alloy you see that it's in various states of oxidation pretty rough and
I've seen a lot of tutorials go into how to create this by just creating you know
a simple bronze color and then adding a you know green over it and and that kind
of works and some people you know like I know Zack Reinhardt went in and did a
really awesome tutorial on taking the ambient occlusion shader and going in
and doing stuff and that's really really cool and it works really really well but
if I'm looking at this stuff and I'm saying alright well this is really
really rough and built up and even a few other examples here like you can see
that it's pretty rough how would I go ahead and create this well I could do it
with just grabbing you know any any kind of image map like something like this
off the internet and laying it over and playing with roughness and that's a
really quick way photographically great way to do it yeah but I want to do this
procedurally and it's kind of a cool challenge so I'm looking at this and I'm
saying all right well this is layered there's a lot of little things happening
in here so I can build a push Eider Network that does this and then I can
have ultimate control over how I want to look for a number of different
objects and a number of different scenes and things that I would create right
because if I did it with just a texture map I'm kind of locked into that but if
I do it procedurally I can kind of just tweak it to my heart's content that's
what we're gonna do in this video so to do that I'm gonna start building up my
little shader Network so the first thing I'll do is figure out the base color so
my base color here and for those who wanna know I'm in Eevee base color is
kind of in the copper realm so I'll just quickly give it a copper shader
something that looks copperish all right so I don't know maybe a little more red
but bronze is an alloy so I'll just leave it there and it's metallic
so I'll whack the metallic all the way up and roughness here you have really
shiny highly polished or you have really really really rough so this really
doesn't matter because we're gonna control all of this stuff with other
things but that gives us a good start so the first thing I'll do is start
building up the layers I'm gonna start adding in different nodes so I can go to
add or I can hit shift a and I'm gonna start by adding in a ramp so I'm gonna
go to converter I'm gonna go color ramp and I'm gonna
drag this color into my shader so I want it to be both okay so you can just click
and drag and that's a cool shortcut and what I'll do is I'll just take this and
make it just a little bit darker and maybe pull it more into just a little
bit more reddish and now I have a ramp going and I'll plug that into base color
here and now it's kind of mixing the two and I'm gonna control this okay this is
gonna be our first splotchy pattern so I'm gonna control that with a texture so
I'm gonna go shift a and I'll go in and I'll say texture and I'll say Musgrave
and I'll plug factor in to factor and you'll see here that it'll start giving
me different shaders so if I take this from linear and I put it on constant you
could see that we're starting to get some breakup so if I start playing with
this with the scale here it's gonna start giving me this nice kind of broken
up path and I can change FBM here to
multifractal and it'll kind of start putting this everywhere so now break it
up so scale here I'll pull back down 14 detail leave it 16 and the magic here is
this is lacquer narrating if I'm pronouncing that right okay push that up
and you start getting some break up push it up a lot the happy spot here where
you start getting quite a bit of a nice break up
so there's cool dimension I'll take down and detail I'll put up at 16 and it's
starting to really kind of look cool and if I pull this back now you can start
seeing we're getting a nice break up okay this is good for our first layer
pretty good start so I'll pull this away and I'll pull this away and I'm gonna
add in another one because if we look quite a bit going on here right so what
I can do now is I can duplicate this by hitting shift D pull it down okay and
I'll give a different shader here so I'll make this kind of more yellowish
maybe a little lighter I can take this maybe pull that a little darker and I'm
gonna mix RGB so I can mix those two together with another shader so again
either add or shift a doesn't matter and I'm gonna go to color mix RGB drop that
over here plug color to color and now you're getting a mix and this is mixing
here with this factor so we need to break that up and control that with
another musgrave texture so I'm gonna grab that hit shift D duplicate pull
that guy up put factor to factor and now just change these numbers so I'll push
the scale up 20 detail leave it 16 lock you now ready here I can play with and
kind of push way up or leave it as is and then change multifractal because
that's just kind of repeating this pattern so you like FBM and it gives me
a different a different look and we're starting to really break this up and you
can see that we're starting to get some really nice kind of disturbing patterns
in this here in this metal so let's go ahead and
add in a color ramp here and that'll kind of neutralize this push so watch
this shift a converter color ramp throw that in there and we can start kind of
neutralizing that that extreme push and lastly we can go ahead and change these
areas here so the more we change this the more kind of an organic push we
start getting and there you see we have a nice break up and this this is a
little too saturated for my liking so I'll pull that back and there we go next
let's start adding in the oxidation so to do that I want a completely different
shader I don't want to use this shader tree I want complete control over that
so I want this to have a different shininess then then the other than the
green oxidation so what I'll do is I'll add in a node here it'll mix shader'
right here and then we can pull out and do a completely different shader on here
and mix it together so I'll go to shader mix shader' push
that in and I'll just borrow from this guy so shift D change this guy to a kind
of a bluish green color I'll pull these over so we have more
space and I'm gonna plug him up to this shader and you'll see now it's gonna mix
it in with green make this a little bit lighter there we go so now we need to
break this up too so to do that we're gonna control it just like we've been
doing all right and I'll use a Musgrave I kind of like that texture hopefully
I'm pronouncing that right and I'll use that as a factor here to throw in and
break this up so I can borrow a Musgrave texture from here or I can just hit
shift a go to texture hit Musgrave pull it up so it's not gonna wire itself up
factor to factor and here we start having this now what's happening here in
the mix shader is like before except even more you see it's really pushing
this into red here so this even though it's factor it's still really pushing
this Sacher raishin so here's where we really want
to put that color ramp in so again we can just steal the color ramp here just
hit shift day it doesn't matter go to car go to converter color ramp throw
that in and wash now it neutralizes it all right so that that brings it back
home and now we can play with where we want to put this guy so I can up the
scale I can up the detail alright and this like unlike rust this oxidation
seems to happen a little more gradually so we can we don't have to push the
detail all the way up so it's not like a harsh line you can if you want but in
all the references I've seen it's more of a kind of a it's more of a gradient
push right take the dimension down doesn't matter and lock you're now ready
here we can we can use to break it up since we started to break it up and
throw it over and it starts to look kind of kind of natural and then we can
control we can also use this to control just how much or how little we have of
that shader so we have two controls here the scale and we have this and now we
can work on the shader so if you looked at a lot of the examples in the
beginning here it's kind of rough all right kind of like there's there's
almost like a bumpy texture on this oxidation that you can see here it's
pretty rough in here right so let's go ahead and add that so I can do that with
a bump map so for this shader here I'll throw in a bump to do that just hit
shift a go to vector bump okay normal to normal and then over here alright so
we're in the shader I'll add in a noise texture noise seems to be pretty good
for this sort of thing so hit shift a texture noise now we take the factor and
we put it into height alright by default it'll throw it into normal put it into
height and if i zoom in closer evie taking a little while to catch up
here you can see it starts bumping this out so if I throw this scale way up and
I'm leaving a strength at one here so you could see the effect okay you take a
detail push that up you start getting some really nice
bump now this works really well for rust not so much for the oxidation so you
want to kind of take that down and kind of just have it have a kind of subtle
and that's looking decent so what else we can do here is we can
play with the look so it's not so uniform is I can just add a color in
here so I can add a ramp just to the base color shift day I can go converter
color ramp again I can click on the white I can take this color click and
drag throw it in here to drop the color put the color in here and now you'll see
it kind of breaks this up here so it's not so uniform and if I wanted to show
you how much of that is happening here you could see I could take like this is
just for illustration purposes here right we're going from red to green
let's pull that back and we can control it with a factor so I'll throw it and
I'll throw in a Musgrave in here as well so shift a again texture Musgrave throw
that guy in here factor to factor and you'll see that we're getting green and
red here I'm not obviously not gonna leave red because that's not right
and we break it up scale it add some detail lock entirety we can break it up
and now I can change that back into this area here control it more and really
start getting a nice kind of break up and you can add more in here to this too
you can go ahead and add add different colors in here if you want maybe add a
little bit of yellow and just start really roughing it up and and the whole
point is that you want to go in and just break it up you don't want it to look so
uniform okay because if you looked at the references it's not all uniform and
that starts getting it really really rough and looking pretty good right off
the bat so what's left is we have too much of a shine here now if you polished
it yeah sure but if it's ancient this roughness on the metal here
all right so here's the roughness on our on our shader so let's push this
roughness all the way up because the oxidation it's not it's not shiny okay
this this stuff is not shiny it's pretty matte so we pushed that roughness all
the way up and that gives it a nice flat look but for our alloy okay for our
copper we don't want it to be so uniformly shiny so here you can see it's
uniformly shiny right where the copper is we don't want that so you can control
it and you can really kind of make it rough if it's really ancient and worn or
we can go ahead and just add in another shader here to control that so we can go
by where patina is happening by borrowing from here so we could just
take this mix node and pull it in or just for the sake of this video I can
just add a roughness here and it's not gonna make too much of a difference I
can steal one of these Musgrave textures shift D pull it in here take the color
plug it in to roughness and I'll pull him out and I'll add in a ramp in here
so shift a see that's way too crazy crate shift a converter color ramp throw
that guy in there and now we can have from shiny to completely matte if we
want or I can take this pull it up a little bit and just have more control
and this will give you a lot more control and a lot more break up and this
starts looking pretty pretty crazy now lastly for this shader is our saturation
values okay our saturation values here are probably a little much if we're
going for that kind of ancient really ancient bronze where we want kind of
more of the oxidation and unless less color left okay so if you look at this
it's not much of that bronze real bronze shininess left and it's pretty unda
saturated so for that you can just control that by simply going and
throwing in a brightness and contrast node a hue and saturation node right
here where the color is plugged into the color of this so to do that we just add
one last control in here shift a color hue and saturation we throw that in and
now I can control the saturation you can see the more you add to this the longer
it takes you to catch up right so my saturation here I can really control my
saturation and really play with these numbers and control just how crazy this
gets all right and how much the factor is so no factor factor saturation and
that's one last control you can you can use on here and then you also still have
your control over here your scale and you have ultimate control of how much of
this oxidation is covering your object so you have quite a bit of control so if
you want it to be more green you just go in here where it's black push that up
and now you're getting way more green way more oxidation happening and so on
and so forth so this shader when you build it up yourself you'll you'll get
the idea of what's happening where and then you can go and control all of these
different things and you can go from complete bronze to complete ancient
destruction in one shader and the cool thing is we didn't use any UVs we didn't
use anything this is just applying itself projected onto it onto a texture
so you can go ahead and add in whatever you want you can go ahead and add in
like if you want to do an input and you want texture coordinate and you want to
add an object or UVs to any one of these you can go ahead and wire this all up
and have it completely conformed to that object or you could say object and leave
it off but the cool thing is and like if I were to add in alright so I have this
right now this material I hit this little button so I can apply it to
anything and it's there even if I delete this this stays right so I can hit add
and I can add in like Suzanne right where is she monkey Suzanne okay scale
down Suzanne and I can go ahead here drop this on to Suzanne
and boom alright and check that out so now you can see Suzanne has this nice
weathered bronzed look as well and it gives you complete control and you can
add it to any object so so we do this in evey and you can see here we do the same
thing if we check the sound in cycles you see it matches up pretty well so
it's a good all-around shader that'll work in both and it should work for you
with that I'm gonna close out this video so it's not super long if you got
something out of this video hit like subscribe share it hit that little Bell
notification so you you're the first person that sees when I make a new one
and drop it and go on and create and hit me up in the comments if you have
questions and I'll do my best to help you out be civil and yeah I'll see you
in the next video thanks 5