Chapter 4. Creating Man-made Materials in Cycles

In this chapter, we will cover the following recipes:

  • 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 node group
  • Creating a rusty metal material with procedurals
  • Creating a wood material with procedurals

Introduction

On most occasions, artificial materials are quite easy to recreate in Cycles.

In the previous chapters we discussed the mechanics of building materials through procedural textures using the Cycles render engine. In this chapter, we'll discuss some artificial materials. Starting with one or two examples of simple materials, such as plastic, we will progress to more complex materials. We'll also take a look at the decayed material shaders and treat them as worn or rusty metals.

Note that in Cycles, it's not actually necessary to add the nodes for the texture mapping coordinates to any shader network. This is because, by default and if not otherwise specified, Cycles automatically uses the Generated mapping coordinates for procedural textures and any existing UV coordinate layer for the image textures.

Anyway, I think it's a good habit to add both the Texture Coordinate and the Mapping nodes to all the materials to permit easy reutilization of the shaders on different objects with different mapping options, scales, and locations.

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