Hello everyone welcome to blender Basics. Today I’ll be teaching you about the materials in blender.
What is the Shader Editor in Blender
Click on the cube and go to the top where there are a bunch of different options. Click on shading and this will bring you to the material viewport.
Basics of Materials in Blender
First up is the base color. Click on the white rectangle and you’ll be given a color wheel. You could change the hue, the saturation, and the values.
Next up is metallic. A value of one will give you a metal a value of zero will give you a non-metal.
Next up is roughness. A value 1 will give you something that is non-reflective a value of 0 will give you something very reflective.
Next up is emission. Click on the black rectangle and increase the brightness(value). You can change the hue and the saturation. We can then change the emission strength. This will increase the brightness and lowering it will decrease the brightness.
How to Combine Materials
What you can now do is add multiple materials to an object. Go to the right panel and click on the red circle with checkers on it. Click the plus sign and make a new material. Make this into whatever you want. You can make a third material and make this into whatever you want.
You can now assign these materials to whichever face you want. Press “tab” and go to face selection. Click the face you want and press assign. Do the same with the third material, and now you have an object with three different materials on it.
Some Important Textures
There are three textures that are key to making procedural materials(materials with unlimited variations). They are the noise texture, the musgrave texture, and the voronoi texture
You can click “shift a” to open up a menu. You can then go down to texture and click on the musgrave texture, noise texture, and finally the voronoi texture.
Before we continue we need to search an 1add-on. Go to the top left corner and click edit. Then you will click on preferences and make sure you have the node Wrangler enabled.
From here you can now click on the musgrave texture and press “shift ctrl” and left click. Now you’ll be able to view the texture in the viewport. You can do the same with the noise texture and the voronoi texture.
Noise Texture
We will start with the noise texture. First click on the texture and press “ctrl t”. This will give you a texture coordinate and a mapping node. Change it to object and you’ll be able to change the position, the rotation, and scale. However you can control the entire scale on the scale input.
Next up is the detail this will allow you to change the resolution of the texture.
We can skip the roughness for now and we can go straight to distortion. This will allow you to change the distortion of the texture.
Musgrave Texture
For the musgrave texture you can again press “ctrl t” to give it the texture coordinate and the mapping node. Change it to object and you can change the scale, the details, and the dimension
Dimension will allow you to change the complexity of the shape. A higher value will make stuff simpler and a lower value will make things more complex. You can clearly see the difference between a value of 0 and a value of 4.
We can ignore the bottom one.
There are also five different types of musgrave textures. FBM(Fractal Brownian Motion), which is the one that we have right now, Multifractal, Hybrid Multifractal, Ridged Multifractal, and Hetero Terrain(Heterogeneous Terrain).
Voronoi Texture
Finally we have the voronoi texture. You can press “ctrl t” and set it to object. Then you can change the scale or the randomness.
The randomness controls the, well, randomness of the texture. A value of 0 make it like a perfectly square and a value of 1 will make it organic.
There are five features for the voronoi texture. There is the F1, the F2, the Smooth F1, the Distance to Edge(used to make cracks), and the n-Sphere Radius.

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