How to make Colour full tiles in blender
Hello Everyone Welcome To VFX World
Today We Are Going to See.How to make Colorful tiles.
So Without Wasting time. Lets Gets Started.!
First up When you open the Blender you will Get this default scene.
Select everything by pressing "A" and Delete Everything by pressing "X"
Then just add a sphere to preview the material better. Select the sphere and shade smooth (You can get this option in object tab. Right up to the top of viewport)
Then Split the viewport to get into shader editor.
Then Split the viewport to get into shader editor.
Then Add a New material to the sphere by pressing New button on top of the viewport
As its default you will a principal BSDF.Then add a texture Coordinate node by pressing Shift+A then "Input" then "Texture coordinate" {or} by searching you can get this node and upcoming following nodes also.
Then add a mapping node then connect the object output from texture coordinate to mapping vector input.
Then add a voronoi texture node and set the value of scale is 5. & Roughness is 1. And add a another voronoi texture connect the vector output from mapping to vector voronoi input.
then change to "Distance to edge" and scale is 5 & Roughness is 1.
then change to "Distance to edge" and scale is 5 & Roughness is 1.
Then add a RGB Curves and adjust little bit (this will make the color brighter and enhance the color of voronoi). Next add a Hue Saturation Set value of Hue is 1, Saturation is 1, Value is 2 & Fac is 1.
then connect the RGB curves color output to Hue saturation color input.
then connect the RGB curves color output to Hue saturation color input.
Then add a Colourramp to another voronoi texture and connect the Distance output from voronoi to color ramp fac. then tied the color ramp little bit.
Next add a Mix RGB node then connect the Color output from Hue Saturation node to Mix RGB Colour2 Input. and connect the color ramp color output to Mix RGB Fac.
then connect the Color output of Mix RGB to color input of Principle BSDF.
Next add a Bump node connect the color output from color ramp to Bump Height input and set the value of Strength is 0.020 & Distance is 1. then connect the normal output from bump to normal input of principal BSDF.
then just adjust the Roughness Value of Principal BSDF I Set to 0.420 and Clearcoat value is 1.
then just adjust the Roughness Value of Principal BSDF I Set to 0.420 and Clearcoat value is 1.
And finally this is my node setup.
This is Render Result.
Thank you for reading. Hopefully this helps you.!
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