Blender 3D: Noob to Pro/Every Material Known to Man/Asphalt

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E.M.K.T.M.[edit]

Asphalt[edit]

Method 1 (Blender Internal)[edit]

This is a general asphalt texture. It can be used in any sort of situation, and able to be easily applied and altered for most situations.

EXAsphault.jpg

Color

  • Col: (Adjust as needed)
    • R-0.25
    • G-0.25
    • B-0.25


  • Spec: (Change as needed)
    • R-0.8
    • G-0.8
    • B-0.8


Shaders

  • Diffuse Shader:(Lambert)
    • Ref-0.6


  • Specular Shader:(CookTorr)
    • Spec-0.22
    • Hard-5

Texture (F6)

  • Tex: (Musgrave)
    • Input:Multifractal
    • H-0.8
    • Lacu-1.0
    • Octs-2.0
    • iScale-0.4
    • NoiseSize-(Adjust as needed)0.03
    • NoiseBasis-Voronoi F4

Map Input

  • TE: MusgraveTex
    • Coord-Orco
    • Map-Cube
    • SizeX-1.0
    • SizeY-1.0
    • SizeZ-1.0

(Note: Adjust SizeX/Y/Z as necessary, try to keep 1:1:1 Ratio)

  • Map To:
    • Output-Nor
    • Nor-2.0

(Adjust Nor based on mesh size, as necessary)

For this texture, try adding an Image Texture and add an image of actual asphalt. For a large scene, take multiple asphalt images and tile them randomly and overlapping in photoshop, then putting them down on your mesh. Also works well with Nodes. Hope this helped!

  • Author Note: This material is more of a very freshly paved asphalt, and as most people known, almost all asphalt is heavily used. You can dull out the material by turning up the color to a slightly lighter grey, and turning down the specularity to take out some of the shine.

Method 2 (Cycles)[edit]

First, we'll start with the diffuse portion.
Value (This node will control a lot of things down the road)

  • 150 (Adjust as needed)

Math

  • [Drop-down Menu] = Divide
  • [Clamp] = unchecked
  • [Value 1] = Value Node
  • [Value 2] = 5

Noise Texture

  • [Vector] = BLANK
  • [Scale] = Value Node
  • [Detail] = Divide Node
  • [Distortion] = 0

Color Ramp

  • [Factor] = Noise Color Node
  • [Left Color] = RGB(0, 0, 0)
  • [Right Color] = RGB(0.73, 0.73, 0.73) (Adjust as needed)

Diffuse BSDF

  • [Color] = Color Ramp Color Node
  • [Roughness] = 0.00
  • [Normal] = BLANK

Glossy BSDF

  • [Drop-down Menu] = GGX
  • [Color] = RGB(0.8, 0.8, 0.8) (Adjust as needed)
  • [Roughness] = 0.2 (Adjust as needed)
  • [Normal] = BLANK

Mix Shader

  • [Factor] = BLANK (We'll get to that next)
  • [Top Shader] = Diffuse BSDF BSDF Node
  • [Bottom Shader] = Glossy BSDF BSDF Node

Material Output

  • [Surface] = Mix Shader Shader Node
  • [Volume] = BLANK
  • [Displacement] = BLANK (We'll get to that later)

Now for the factor input for the Mix Shader Node: Voronoi Texture

  • [Drop-down Menu] = Cells
  • [Vector] = BLANK
  • [Scale] = Value Node from earlier

Color Ramp (Duplicate the one from earlier)

  • [Factor] = Voronoi Texture Color Node

Take the Color Ramp's Color output, and plug it into the Factor input in the Mix Shader.

Now for the Normal Map: Math

  • [Drop-down Menu] = Multiply
  • [Clamp] = unchecked
  • [Value 1] = Value Node (same node from earlier)
  • [Value 2] = 2

Noise Texture

  • [Vector] = BLANK
  • [Scale] = Value Node (from earlier)
  • [Detail] = Multiply Value Node
  • [Distortion Node] = 0

Color Ramp

  • [Factor] = Noise Color Node
  • [Left Color] = RGB(0.1, 0.1, 1.0)
  • [Right Color] = RGB(0.5, 0, 0.5)

Normal Map

  • [Drop-down Menu] = Object Space (Replace with Tangent Space and UV Map when available)
  • [Strength] = 5
  • [Color] = Color Ramp Color Node

Now plug the Normal Map's Normal output into the Material Output's Displacement Node.

Again, just like the Material above, it is highly advised to use an image texture, and use its Normal Map, Displacement Map, Reflection Map, and obviously its Diffuse Map for much better and more realistic results.