Chapter 4. Creating Man-made Materials in Cycles

In this chapter, we will cover:

  • Creating a generic plastic material
  • Creating a bakelite material
  • Creating an expanded polystyrene material
  • Creating a clear (glassy) polystyrene material
  • Creating a rubber material
  • Creating an antique bronze material with procedurals
  • Creating a multipurpose metal group node
  • Creating a worn metal material with procedurals
  • Creating a rusty metal material with procedurals
  • Creating a wood material with procedurals

Introduction

For the most part, artificial materials are quite easy to recreate in Cycles. In the previous chapters we discussed the mechanics of building, for the most part with procedural materials using the Cycles render engine. In the following section we'll go on to discuss some example materials, in particular those that are typically used; namely artificial materials, starting with one or two examples of simple materials, progressing on to more complex ones. We'll also have a look at the decayed material shaders, as worn or rusty metals.

Just a note: by default, in Cycles it would not actually be necessary to add the nodes for the texture mapping coordinates in any shader network; this because if not specified, Cycles use the Generated mapping coordinates for the procedural textures and any existing UV coordinate layer for the image textures.

I think it's a good habit to add the Texture Coordinate and the Mapping nodes to all the materials, in order to permit an easy reutilization of the shaders on different objects with different mapping options, scale, and location.

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