Nice. Additionally you might consider plugging the colour ramp into the roughness of the material since rust decreases the reflectivity. Good simple video as usual.
I did this and it worked but I had to add another color ramp in-line with the first ramp output and the principled shader roughness input in order to invert the color so that the ball surface would be shiny and the colored areas (rust) would be rough.
When I animate my object the base color moves through my object hence the rust doesn't stay where it is from the beginning. Anyone can help me with that?
Watching tutorials like this even though I have no need for a rust texture has me super excited to mess with blender more than ever. Keep up the good work, dude!
Thanks, Man! Keep those short tutorials coming. It's like when I see it out I can't find an excuse not to watch it right away, cause it's only few minutes. Thank you, very cool!
Wow thank you for the very helpful tutorial! As i followed along i came up with the idea to add another color ramp to the first noise texture, then a RGB to bw to controll the roughness. That makes the metally parts shiny and the rusty parts very rough, i think it makes it even more realistic
I am repeatedly amazed by how good you can make something look in such a short time in Blender. It is both intimidating and inspiring. Thanks for all the great videos.
Man I really like these easy tutorials with great results. Procedural materials are really the best because they look 100% sharp and really photorealistic. Good work👍🏼
I saw this today. It might be a way to roll up your shaders that you’re selling into an interface. It looks cool. (Not mine) lol. blendermarket.com/products/node2code?ref=2
I love your tutorials for daily practice if I don't have time for a larger project. Touching the software each day to keep the blade sharp kind of thing... but with your tutorials, I always leave me with something beautiful at then end of my practice. Thank you.
Thank You so much. Presenting my project in about 8 hours, used this procedure to change my abstract artworks texture. This is my first blender piece. Been on blender for three weeks. LOL Masters Degree Candidate
You are the firs guy that explains complicated stuff on practice - and makes it easy for us noobs! Thanks a lot love you dude! Other youtubers: ok sooo the noise does this - soooo voronoi does this - and ect. Thats a stupid way to explain things. But you are making a real usefull stuff + explaning! Just amazing dude thank you!)
these are great tutorial snippets, efficient in their delivery and neat short timings - Im very happy to have stumbled across them as they are adding hugely to Blender knowledge
Thanks man! I'm working on a model of one of the Robots from Castle in the Sky and wanted to add some roughness and rust without doing it in the texture. It looks even better now!
Great tutorial! Point of note, however, is that rust *usually* is something that *builds onto* ferric materials, it doesn't *eat into* them very often. All you need to do to achieve that effect is to pull the *black* side of the original color ramp (the one that controls the noise) to the middle, instead of moving the white side like he does (1:44).
@@StringFairy It doesn't seem to handle shader type displacements. Hell, even simple bump is a bit fucked up in eevee. It's kind of good for what it is but I wouldn't use it for something that requires high detail or realism.
If you have node wrangler turned on, you can press CTRL+T and your selected node will get mapping and texture coordinate nodes added to it automatically. Just a lil tip
@@TheDucky3D Output sockets are the ones on the right, input sockets on the left. But you can just call them sockets if you forget the difference. I know I do.
You could make them easily. Just use a displacement modifier with the texture set to a voronoi texture. You can mess around with the sliders and values to get a decent looking scene. All you need to do then is just texture it. Hope I helped a bit
One more important detail is surface roughness. Polished metal should appear shiny while the rust is a dull dielectric oxide: 1) lead a cable from the material-difference-determining Noise Texture: Fac into a new ColorRamp: Fac. 2) set the first color at Position 0.300 to white, set the second color at Position 0.520 to a Hex 333333-gray. 3) plug this ColorRamp's Color-output into the Roughness-Slot of the Principled BSDF.
For some reason I had trouble with the rust color going into the cavities properly, a solution I found would be to connect the first color ramp (the one connected to the noise texture) to the second color ramp (be sure to add 3 - 4 different rusty colors). The values I set for my colors on the color ramp were; .920, .976, and .999. You cannot go to 1.00 since it will cover the entire mesh. Hope this helps those who are stuck.
Hey Ducky3d, I was watching a chocofur tute on textures and he Uses rgbcurves in place of color ramp, for a different thing. But I tried it here, and it makes an awesome rust bubble texture. put 4 dots total on the curve, put the three on the left up to the top, and pull the far right one down squeeze the two middle ones together and you get some nice bubbled paint, rust bubbles looking textures.
Ducky: “bring up the detail”
My laptop: “bring up the lag”
Bring up the flames
@@girijaganesh1863 Bring up the wallet.
@@the1natester734 Bring up the bills.
My PC simply refused to render it with GPU :p
@@abrupt_opportunities bring up the mom
Beautifully presented and easy to follow. Great as always! :)
thanks man
@@TheDucky3D you guys are famous... To me. :)
@@aegisgfx And to me :)
Can I export it to unity with no problems? ? ?????
@@TheDucky3D Hello Ducki 3D
Nice. Additionally you might consider plugging the colour ramp into the roughness of the material since rust decreases the reflectivity. Good simple video as usual.
I did this and it worked but I had to add another color ramp in-line with the first ramp output and the principled shader roughness input in order to invert the color so that the ball surface would be shiny and the colored areas (rust) would be rough.
@@bill392 Couldn't you also use an invert node between the ramp and the roughness?
@@robrobusa Yes! That worked perfectly. Thanks for the tip.
This made my render look so much better; thank you.
When I animate my object the base color moves through my object hence the rust doesn't stay where it is from the beginning.
Anyone can help me with that?
To understand this, I went thru Grant's nodes 4 noobs playlist and it helped a lot in understanding what you did. Nice work!
Watching tutorials like this even though I have no need for a rust texture has me super excited to mess with blender more than ever. Keep up the good work, dude!
same bro
2:33 Man you are genius
Yea I was like, whaatt? Noise inside of noise lmao 😂 shader editor sure is fun
Thanks, Man! Keep those short tutorials coming. It's like when I see it out I can't find an excuse not to watch it right away, cause it's only few minutes. Thank you, very cool!
You da man! Almost three years later and still killin' it!
Thanks man
"plug the normal into the normal."
Simple and clean.. keep it up we love your work!!!
Wow thank you for the very helpful tutorial! As i followed along i came up with the idea to add another color ramp to the first noise texture, then a RGB to bw to controll the roughness. That makes the metally parts shiny and the rusty parts very rough, i think it makes it even more realistic
I am repeatedly amazed by how good you can make something look in such a short time in Blender. It is both intimidating and inspiring. Thanks for all the great videos.
Man! Your work is simply amazing. I'm learning so much about Blender materials from your short and precise videos. Am glad with the results.
Man I really like these easy tutorials with great results. Procedural materials are really the best because they look 100% sharp and really photorealistic. Good work👍🏼
It's cool.Making the rust rough will take it to another level.
These procedurals remind me of the Lightwave 3D shader libraries. They were fast and awesome, and scaleable.
blenderBinge sick!
I saw this today. It might be a way to roll up your shaders that you’re selling into an interface. It looks cool. (Not mine) lol. blendermarket.com/products/node2code?ref=2
Easy, short and cool. You've got a subscription, mate!
I love your tutorials for daily practice if I don't have time for a larger project. Touching the software each day to keep the blade sharp kind of thing... but with your tutorials, I always leave me with something beautiful at then end of my practice. Thank you.
Thank You so much. Presenting my project in about 8 hours, used this procedure to change my abstract artworks texture. This is my first blender piece. Been on blender for three weeks. LOL Masters Degree Candidate
A Ducky 3D video and you can't go wrong.
excellent, precise, clear, short and just damn good keep these up, loving them!
I can search everywhere for a solution, but every time I end up here for shortest and most guided examples. :-) Thanks, Ducky!
Ducky - best blender master. You so kind to share with us your skills!
You are the firs guy that explains complicated stuff on practice - and makes it easy for us noobs! Thanks a lot love you dude! Other youtubers: ok sooo the noise does this - soooo voronoi does this - and ect. Thats a stupid way to explain things. But you are making a real usefull stuff + explaning! Just amazing dude thank you!)
these are great tutorial snippets, efficient in their delivery and neat short timings - Im very happy to have stumbled across them as they are adding hugely to Blender knowledge
John Leigh glad to hear that
Nice and clear, like always... Thank you so much.
Damn, this is the best blender channel.
CPI TANKER thank you
Thank you so much to sharing us for useful trick to play with Blender Nodes.
I've learned a lot from this video.
You're a good teacher man, and your videos are also quick, keep it up, we need more of these on the internet.
I´m learning a TON from this video and then some from the comments. GREAT DEAL. Thank you, everyone, especially to Ducky3D.
Thanks man! I'm working on a model of one of the Robots from Castle in the Sky and wanted to add some roughness and rust without doing it in the texture. It looks even better now!
Your tutorials never disappoint. Always quick, always easy and always useful! Thank you.
Dreamshare Entertainment thanks man
Great tutorial! Point of note, however, is that rust *usually* is something that *builds onto* ferric materials, it doesn't *eat into* them very often. All you need to do to achieve that effect is to pull the *black* side of the original color ramp (the one that controls the noise) to the middle, instead of moving the white side like he does (1:44).
Спасибо! Очень полезно. Желаю вам успехов. Даже не имея достаточного уровня знания вашего языка, я всё понимаю.
Даже если не знаешь английского - и так понятно ) Согласен!
This vid helps me understand this node magic.
thanks, just starting my second year using Blender and this was super helpful
This shit would look awesome with micropoly displacement. A couple of tweaks here and there and it'll look photorealistic. Good stuff!
that would be dope
@@TheDucky3D Too bad EEVEE doesn't have it yet. Sad. Wouldn't know if it even can in the future.
@@StringFairy It doesn't seem to handle shader type displacements. Hell, even simple bump is a bit fucked up in eevee. It's kind of good for what it is but I wouldn't use it for something that requires high detail or realism.
Well done, Ryan. Just what I was looking for!
Nate I've learned so much from you these last couple a months. Thx a lot for that man.
Nice easy shortcut to bring in mapping node and texture coordinate node is ctrl T
You may need Node Wrangler enabled for that to work...
UstedTubo187 tru, it’s such a essential addon that I already have that enabled without thinking
If you have node wrangler turned on, you can press CTRL+T and your selected node will get mapping and texture coordinate nodes added to it automatically. Just a lil tip
Anthony Steele I use the node wrangler in my personal work but I don’t want to use it in the tutorials. People need to know what’s going on
I like that pink theme
Your tutorials are succinct, clear and amazingly helpful. Thank you.
Holy crap. I was actually able to follow along in 2.78 :D
Great tutorial, man! 👍
“Ooh! A new CG Matter vide-“
Just a minor correction: the little dots on the nodes aren't called nodes themselves. They're outputs and inputs.
String Fairy oh gotcha, thanks!
@@TheDucky3D Output sockets are the ones on the right, input sockets on the left. But you can just call them sockets if you forget the difference. I know I do.
String Fairy yea my dyslexia doesn’t help lol
you're a great teacher
@Ducky3D... You Sir, are officially my favourite Blender artist… absolutely loving your work and am a big fan… keep it going my friend! :)
Ducky, you're the best man. Like the best ever.
Bro, I really fell in love with your work man! Keep it up bro!
Awesome tutorial!! So clear and straight to the point. THANK YOU!!
Thank you for investing your time. I watched a lot of your tutorials and they are just great!
This is such an awesome Blender tutorial Ducky 3D. Well done. :)
Best video i had found! A no nonsense, easy and great tutorial!!! Thanks a lot broo😎😎
Thank you Ducky 3D
How do you make eevee look so good, that’s genuinely better than my cycles render
Work perfect on 3.01!
Thanks bruh . Really like your videos.
thank you
Oh yeah, its all coming together.
Only one word to say 'cool'
straight to the point ! clean and good job ! liked and subbed !
Bump node make my computer go zoooommmm
With the right coloring scheme on the colorramp node, and the bump material inverted, you can create a procedural "Planet Earth" material
Great breakdown! Thank you
Amazing! Straight to the point, just the way I like it :)
I really liked the dunes in the thumbnail! Can you one day make a tutorial for that? :)
You could make them easily. Just use a displacement modifier with the texture set to a voronoi texture. You can mess around with the sliders and values to get a decent looking scene. All you need to do then is just texture it. Hope I helped a bit
Thanks a lot!
Control plus T adds the Texture Coordinate and Mapping Nodes together.
man i love you so much .. you made it so easy really thank you
Thanks brother for this video. It helped me a lot. ✌️✨
Finally! A useful Ducky 3D tutorial XD
jk your videos are great
One more important detail is surface roughness. Polished metal should appear shiny while the rust is a dull dielectric oxide:
1) lead a cable from the material-difference-determining Noise Texture: Fac into a new ColorRamp: Fac.
2) set the first color at Position 0.300 to white, set the second color at Position 0.520 to a Hex 333333-gray.
3) plug this ColorRamp's Color-output into the Roughness-Slot of the Principled BSDF.
I did like it! Awesome as usual!
Best tutorial ngl
EXACTLY WHAT I NEEDED
Nice and easy to follow thanks
Your videos are great man! Keep them comming :)
Amazing tutorial! Loved it!!
Man that's cool.
You have a greate tutorials!!! Thanks a lot... Like them very very much!
It's really cool
For some reason I had trouble with the rust color going into the cavities properly, a solution I found would be to connect the first color ramp (the one connected to the noise texture) to the second color ramp (be sure to add 3 - 4 different rusty colors). The values I set for my colors on the color ramp were; .920, .976, and .999. You cannot go to 1.00 since it will cover the entire mesh. Hope this helps those who are stuck.
Thank you!!
My laptop shows all nodes but nodes not connecting each others in blender
Please help me
Great tutorial!
Just thank you!!!
Brilliant, you should do more of these videos.
my pc goes BRRRRR
amasing! thanks!
Awesome man! thanks please continue to make this kind of tutorial
This isn't lagging too bad!
Clear, quick and easy. What else?. TKS.
santiago acebo thanks
@@arsenhere7020 sorry. Tks is used in radio com...hi hi. (Morse code _ _._ ...)
Exactly is: T(_), K(_._), S(...)
Wonderful!
If u use 2.8 below you can use diffuse mix glossy
Thank you very much for the tutorial!
Awesome 👌 and cool 😎
Thanks For The Aid!
Hey Ducky3d, I was watching a chocofur tute on textures and he Uses rgbcurves in place of color ramp, for a different thing. But I tried it here, and it makes an awesome rust bubble texture. put 4 dots total on the curve, put the three on the left up to the top, and pull the far right one down squeeze the two middle ones together and you get some nice bubbled paint, rust bubbles looking textures.
Great video !
Большое спасибо! Очень быстро, просто и понятно!
amazing! thank you this really helped!