Procedural Mud Material (Blender Tutorial)
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- Опубліковано 7 лют 2025
- In this tutorial I will show you how to make this Procedural Mud material in Blender.
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Nicely explained, thanks for tutorial, keep making those videos!
Thanks
Thank you for the support!!
I've tried connect noise texture to bump with color ramp, that gave me a good result too 👌
Love the procedural material series that you have been doing. Keep at it.
Thanks!
It's look like realistic, thank's for your tutorial 🔥
Thank you for all these tutorials you do on procedural textures! excellent qualities! a real joy ! thanks again
Thank you for watching!
It never occurred to me that I can use more than one Principled BSDF node in the same material.
Oh yeah you can : )
@@RyanKingArt Wow, I didn’t expect you to reply to me. Thank you! Your tutorials have really helped me learn Blender.
You really a king
Thank you very much for all your really useful tutorial ! I use a lot of procedural material in my project thanks to you !
Cool! Thanks for watching!
Very good series procedure materials Waiting a WOOD material ,👍
Thanks 👍
I was just wondering today how to make puddles. And i was getting the same problem about bumping both. Thanks for clearing the doubt.
Thanks for watching!
Very nice, just what I needed for my scene. These materials are seriously heavy though, my PC chugs along.
thanks for watching.
these tutorials are epic
thanks!
My Mind is blown.
Thanks : )
Awesome effect!
Thanks!
This looks really good. Nice job!
Thanks!
Amazing 😍😍
Thanks! 🙂
Nice work!
Thanks!
thank you so much !
You're welcome!
I did it! Wahoo!
Yay! Thanks for watching.
u are amazing!
Thank you!
Thank you for this excellent tutorial. How would you turn one of those muddy puddles into a hoofprint puddle? Like, I want to have a cows tracks in the mud and those a hoofprint puddles.
To do that, I would add a black and white texture of a footprint, and add it into the displacement with a mix RGB.
Great tutorial man! One problem I have with it is that my PC exploded after following it.
Haha 😄 Thanks for watching!
Idk if you can too, but I'm starting to get concerned the "random" nodes have a very characteristic look. I can recognize them now... I think I'm gonna mix a grunge texture or something to break up the obvious noise, musgrave, and voronoi textures... maybe it's just me... I 4D change seeds, but it's like my ex wife just changing dresses and/or make up, I recognize her. I even tried a range map node with the step function, but still...
It's 5.09 am here i was gonna sleep but another 10 minutes can't hurt
Thanks for watching! But you should really get some sleep. Its late afternoon where I am. 🙂
@@RyanKingArt well I'm afraid that I'm gonna have to sleep till afternoon
bro can you do a toutorial car with mud and dirt
thanks for the tutorial idea
@@RyanKingArt waiting for that cake
I like your tutorials, they are not out of date and interesting. I started with Andrew Price, made the Donut tutorial, then the second tutorial had to be an anvil, but that anvil tutorial is in an old Blender version. So, I switched to sculpting. I am sculpting a man in Blender from a professional sculptor tutorial and having fun so far. May be you could make something similar to that free anvil tutorial of the latest version of Blender. May be it is not appropriate for me to ask you that. Anyways! Thank you for your work! P.S.: If you turn on that closed caption sort of thing in Blender, where viewers can see which buttons you click during you work in Blender, that would be helpful for newbies like me.
Thanks for you comment! Yeah, sorry. I should have turned on screen cast keys. Also, thanks for the tutorial ideas!
can materials inherit directionality from an objects geometry?
like imagine you have this material, and its supposed to be used on a dried up river and river bank.
but... imagine its supposed to run along the creek basin and on the sides ("shores"), fade into "rocks", and then gradually into grass as we leave the depression that the creek carved.
so, its like later summer, the creek dried up leaving just mud and mud puddles which at the edges fade back into foliage and grass.
BUT! i want the mud puddles in the material, for example, to be anisotropic - stretched in the direction running along the shore - parrallel to it.
but... imagine the river curves 90 degrees. a material that was anisotropic in one direction, now, it is not.
i would love so much to have missed, or to see in the future, more specific ways for materials to reference model geometry.
maybe there is, but i feel like after UV unwrapping, we are missing further interplay between materials and meshes.
could we make multiple vertex groups each have their own material? could we specify how materials would interact with and between the vertex groups.
im sure it would be super complicated, and easy to mess things up... but exposing the "interior code of the materials" to the mesh editing itself *could* be SO cool
Wow, that sounds very complicated. I'm sure it can be done, but I don't exactly know how. 🙂 It would be cool though.
So funny! 🎈🎈🎈
thanks
What's funny?
😮😯😲😳🙉
Thanks : )
what's the difference between this and materialX?
What is materialX? I don't understand.
@@RyanKingArt I'm houdini and unreal user. MaterialX is a format that is going to be the standard material system of houdini and unreal from now on. It allows procedural material texturing and I think the main point of this is that the material ll work between softwares without changing anything on the code or the graph
@@carlosrivadulla8903 Oh Cool. I have never heard of it, so I have no experience with it.
make god like material
meanwhile me download free 512x512 material on free site: good enough
Lol 🙂
Сооl! Спасибо!
Thanks!
My PC say "no"
Oh, sorry to hear that.
@@RyanKingArt don't worry i'm kidding he's just not super powerful