Blender Texture Tutorial
Blender Texture Tutorial
Lets begin
Start by adding a plane and rotating it to face the camera.
With the plane selected, add a new material and new texture. Those familar with
blender will recognize that a new button labelled Nodes has been added. Click it.
You will notice that doing so, disables the standard dropdown texture choices.
Now switch to the Node editor.
Again, you will notice a new button has been added to the header, in the shape
of a spotted square. Click it to switch to the Texturing Node system.
By default you will see a checkboard and output nodes. Go ahead and delete the
checkerboard node.
Mask and the Output nodes selected, duplicate it three times and label the
outputs: Diffuse, Pattern, Spec and Bump.
Thats the basic brick mask set up. We will now move on to texturing each map
accordingly.
Altering the Pattern Texture
Create two cloud inputs (Add>Textures>Clouds) and give them the following
settings:
These cloud layers will be used to give the bricks a randomized texture pattern
depending on the row and number of the brick. To do this, join each cloud layer
to the brick inputs in the mask that is connected to the Pattern output:
The Bias setting can be adjusted from -1.00 to 1.00. This determines how much
of Brick 1 and Brick 2 to use. Setting it to 0.00 will use both Brick 1 and Brick 2
evenly, creating a nice random brick texture, which is ideal for what we want.
Altering the Specular Texture
Just like we did with our pattern texture, we are going to be adding a texture that
will reflect the light off our bricks. So in this instance the Musgrave texture works
best (Add>Texture>Musgrave). Give the Musgrave texture the following settings
(making sure you change the colors as shown) then insert it into the Brick 1 slot.
Now change the colour of Brick 2 to black:
This will create a fine sandy texture that will reflect off the light.
Altering the Bump Map Texture
The bump is slightly different in that we arent altering brick slot 1 or 2, but
instead converting the resulting texture to a normal map. To do this, add a Value
to Normal node (Add>Convertor>Value to Normal) and place it in between the
mask and the output as shown. Make sure that you change the connection on
the output from Color to Normal.
This will ensure our bricks have nice bevelled edges.