Blender Procedural Smooth Tiled Concrete đź—ż
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CypherPoet
🌟 Product Overview
This product contains a Blender procedural material for rendering smoothed, tiled concrete — with aesthetics inspired by surfaces such as modern concrete flooring and industrial building walls:
The shader nodes consist of procedural logic that generates these characteristics — including (but not limited to):
- Two primary concrete colors.
- A third, subtle “glaze color” that often collects on resin-poured concrete: https://www.instructables.com/Resin-Basics-How-to-Mix-Resin-Colors/.
- Tiling that separates and offsets the texture noise into squared-off sections.
- Texturing of chips, cracks, and holes.
- Layered bump mapping for the concrete and its surface details.
Furthermore, as a benefit of Blender’s shader node architecture, it’s seamless to configure, customize, duplicate, and extend according to your needs 💪
✨ Key Features
- ⚙️ Extensively customizable controls for the material’s aesthetic characteristics.
- 🎨 Optimized for Blender 4.1 to leverage the features of the new Principled BSDF shader.
- ✨Clean, well-architected node trees — crafted with care for logical coherence and extensibility.
- 🎠A starter set of demo objects showcasing various ways to use the material.
📦 Contents
- A Blender file containing:
- The aforementioned procedural material.
- A usage demo with models showcasing the material’s application.
- A “studio” setup with lighting, multiple cameras, and multiple backdrop surfaces to experiment with.
- An environment-lighting setup with multiple “World” configurations to experiment with.
- A Compositor setup with utility node groups for experimenting with different background compositions, glare effects, recoloring effects, and more.
- A collection of images showcasing final renders from the demo.
🧩 Compatibility Notes
- Built with Blender 4.1.
- Configured for both the Cycles and EEVEE rendering engines.
- Should be compatible with previous versions of Blender.
đź“ť Usage Tips
- The top-level node group contains an input for the texture coordinate used to create a tiling map. You can use any vector here. However, it works exceptionally well with the UV coordinates of a UV-unwrapped object. And thus, that’s what the material uses as its initial default.
You’ll get the .blend file containing the material shader nodes and a demo scene with several objects showcasing their use.
Size
3.68 MB
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