Overview
These materials are made from basic tools inside blender. NO Downloading Textures! EVERYTHING you need is inside blender. These can be draged and droped on almost any model to create great looking effects. This is for reference and begginers.
Overview of this guide
This guide was created because i have not been able to find any real tutorials or refernces to create simple good looking textures that will fit on multiple objects with absolutly no downloading textures or creating UV maps. This guide is to be used as reference as it does not explain every little step involved in these materials. This guide is intended for people who know how to get to the node editor and create nodes and apply materials.
Note this guide is incomplete and may contain errors.
Carbon Fiber Material
I created this by using a mix shader with a Checker Texture, glossy and Diffuse shader.
Place a Glossy Shader in a mix Shader and plug that into the surface of the Material Output node and then create a diffuse Shader, set it to a black or Dark Grey color and place its ouput into in the other shader slot of the mix shader and set the Fac of the mix shader to .4 if the Diffuse is in the bottom shader input of the mix Shader.
Make sure your Glossy Shader’s color is set to White and create a Checker Texture and plug that into the roughness for the Glossy Shader. Adjust one of the colors to a dark grey(Not Black) and make sure the other is set to White.
In the Checker Texture change the Scale to a number over 350(Adjust this number later to fit the size and detail of your material). For the above Sample i set the scale to 600
At this point you can create a Texture cordinates node and plug the Window into the Normal of the Glossy Shader to create a even spread of the squares but doing this may require the Scale of the Checker Texture to be set at a higher number.
You can also put the Fac of the Checker Texture into the Displacement of the Material output to play with the displacement. I personally liked the look it created and used in in this instance.
You can play with all of these settings ofcourse this is just what i did. I Have screenshoted the nodes in the node editor for your reference so you can create the same material as in the screenshot above as i have.
The nodes are posted below/
Cow Print Material
This is my interpritation of a cowprint Material.
Start by creating a new material
Create a Diffuse Shader and put the output in to surface input of a Material Output
Create a Color Ramp add a 3rd color stop to the color Ramp and change the Interpolation between color stops to Constant and set the 1st and 3rd Color Stop’s colors to black and Change the 2nd color Stop to White.
Create a Magic Texture and plug the Magic Texture’s Fac into the input of the Color Ramp. Change the distortion value in the Magic Texture to a value between .55 to .6 for the best effect.
Adjust the position of the Color Stops in the Color Ramp to adjust the size and shape of the pattern, or you can also change the values in the Magic Texture to create a diffrent pattern of smaller or larger spots.
To create the pattern in the avove render i have posted the Node configuration below. Inserting a noise texture as in the screenshot below is optional but i did not use it in this instance which is why it is disconected below but if used properly can be used to create a more rough and realistic cow print texture.
Cracked Texture – Add Cracking to Any Generated Material!!!
Instructions will come at a later date depending on demand just know that you can replace values in this to change the texture. I barely understand this myself but enjoy.
Nodes /