hey this is Kevin with blender binge back with another tutorial for you this
time we're gonna be making a gold leaf shader and this actually comes as a
request from one of my subscribers that was asking how to do a quick and easy
gold leaf type shader so I'm gonna make it as fast as possible and show you how
I would go about doing something really fast and and passable so ready let's go
so I'm gonna show you the scene I set up here it's basically just a black
background with a UV sphere sitting on top of just this kind of white backdrop
that I made with a subdivision surface so it looks curved and I have two or
three lights in the scene one on the side one over here on the other side and
one on top and the camera is pretty much facing straight in so you could go ahead
and create the same thing if you want and set it up that way I'm in Eevee
right now and I have screen-space reflections turned on and I turned off
half res trace so that's the scene so far and the lighting is 50 watts here 50
watts here at 4 meters both are 4 meters and this one actually is 25 watts at 4
meters here with shadows turned on so let's get to it
let's here's how to create this shader so I'm gonna go to my camera view hit
zero and you see that I have this shader ball set up so the first thing I'll do
is is pull out a window where I can shave yeah I could go up here to shading
this is 2.8 and I could use that but I'm not going to do that so I'm just going
to go over here my mouth changes pull this up and I'm going to change this to
shader editor and I'm gonna go ahead and give my my my sphere a shader so I'm
gonna select it I'm gonna hit new and we're gonna use the principal shader so
this principal be SDF shader so what I'll do is I'll first give it a light
kind of color that would kind of go in the gold
spectrum something like that and I'm going to change it to metallic and now
you can see if I take the roughness down it starts looking pretty gold right off
the bat and to get some of this faceting out I can simply go and I can hit
control three on the keyboard and what that does is it goes over here and gives
you a subdivision surface modifier on here and it gives you the view of three
if I hit control two it would have done give me a few of two subdivisions so I'm
just gonna match render three and three just so it when you render it it's gonna
look the same as when you view it okay so with that I'm gonna go back to my
shader over here and I'm gonna leave my roughness up at about three and change
all right what about three point one or point three seven one in this case and
what I can do now is give it the bump that's gonna start allowing us to look
more like a modeled hammered gold leaf type texture so what I'll do is I'm
gonna go here to add or you can hit shift a and I'm gonna add in a texture
and I'm gonna throw in a let's see I'm gonna use a noise put the noise out here
and hit shift a go to vector and say bum and what I'm gonna do is I'm gonna take
the factor of the noise I'm gonna plug it into the height of bump and I'm gonna
take the normal to normal and now I get this weird kind of noise pattern and I
can play around with this and kind of it'll it'll kind of start making a foil
look now this isn't really foil II cuz it's just you could see it's just way
too wait.you uh it's not creased at all so
you could take a distortion up and then you can take the detail up and that'll
crinkle it up and make it look a little bit more like
soyal like something that's kind of hammered like like a gold leaf would be
and what I could do to make this even better is I can do something really
interesting so for the first thing I'm gonna do is I'm gonna take this noise
texture and I'm gonna add in a texture coordinate node and that's just gonna
tell us how we're gonna map this around the sphere so to do that I'm just gonna
hit add input texture coordinate and for here I'm just gonna say object to vector
and now just kind of wraps it around arbitrarily around the object I don't
have to worry about UV or anything I'm just gonna use object for this and now
what I'll do is I'm gonna add some creasing in by using a math node and I
know math is a little scary kind of sounds scary but trust me it's really
not so if I hit shift a and I go over to converter and I say math I'm gonna drop
math over this line and it'll it'll wire itself up and then what I'll do is also
I have two values here and I can use additive you can use multiply there's a
number of different math operators in here I'll leave it at add four down and
I can go shift a I'll go to texture and I'll say Voronoi throw in Voronoi go
factor plug that into the second one and now you see you're getting these creases
in here added on top of this noise texture and when you play with the scale
of this you can kind of start making it look like a like a hammer type like kind
of like gold leaf very thin gold shader and if you're using Eevee
that's pretty passable now I can change this to cycles and you see it looks even
nicer so what I can do here now is instead of using the bump in cycles you
can go ahead and use a displacement and that's gonna make this look even cooler
so watch this if I hit shift a and I go to
vector and I say displacement and I throw displacement in here hookup
displacement to displacement of your material output and then I can take this
value here and I don't need to really use the bump at this point I can take
that out and throw that into height and then for this shader you simply want to
go down here to this material when you have the selected go all the way down
hit settings and you see it says bump only for displacement method if I change
that to displacement and bump Wow so that's probably a little hot and I
kind of don't think I want it that hot so if I take the scale down now I can
just kind of push it up a little bit and it pushes it out and there I have a very
kind of interesting looking somewhat gold leaf looking shader and it's all
procedural and we did it all in blender and you didn't need any kind of texture
map you could go ahead and find a foil texture map and or a gold texture map
you know will goldleaf and use it on here but we don't we want to just
generate that within blender itself and this is this videos about how to do that
so now like it take bump that's not really being controlled by anything I
can kind of just disconnect that if I want or you could leave it connected and
bounce back between evie and cycles and get that look and lastly what I can also
do is I can take this base color I can hit shift a and throw a ramp in there
okay and I'm gonna take the white and I'll click on the white uses eyedropper
tool and choose this color here and now I can plug color into base color and I
can control this with a fernell effect so I can hit shift a go to input go to I
can do for now or layer weight either one factor to factor and now I can play
around with these colors and I can make kind of at the glancing
angle I can change it and just add a little more punch to the gold and this
is optional purely optional you don't have to do
this but this gives you a little more just a little more punch and a little
more control but other than that there's your base color there's something that
looks pretty golden and that should work for you and one last thing we can do
with this is uh if you don't wanna have that hooked up that's fine we can take
our noise scale down a little bit and just play around and get something that
looks I don't know a little less harsh so we have the shader on here and if I
were to move this guy over very last thing we're gonna do in this video move
him over and being that we have it set on an object over here what I can do is
I can go add I just say I can head in like Suzanne I haven't used to Zen in a
while in a video so you Suzanne here and if I just take Suzanne and I give her
the same material you can see that she's now kind of covered in that gold leaf -
and the cool thing about that is that we've used this not the not for the
Voronoi texture I mean you could take object to vector and do the same thing
and that'll break it out on every everything but I just wanted to leave
that off and just just use vector in this case for the noise texture and the
Voronoi just kind of arbitrarily goes on top of it and you can see that it looks
like it's kind of covered in this sort of gold foil kind of gold leaf look help
me click off that so you can see it better so if I were to render this you
could see what it looks like so I'll do that and pause the video and come back
so here we have the render and you can see here that I just went into color
management under cycles and I took on four filmic here I just put very high
contrast and it just kind of bumps is that ponch's us out of it from base
contrast so once this is attached to any other object you can go obviously and
adjust the UVs if you want this is just generically using the object but
you can go ahead and just you've ease and everything and still I get a little
distortion here and stuff you can go and how to fix that that's not really not
too difficult there's a there's video up here I have on on using you v's but
other than that this is pretty much how I would go about just basically crafting
something quick and dirty to look you know like gold leaf so hopefully that
helps you and if you got something on this video hit like subscribe share it
and I will just keep making more thanks talk to you the next video bye