How to make a procedural glazed ceramic material | Blender 3.5

In this tutorial I will show you how to make a procedural ceramic material in Blender.

Ceramic Material

I will split the viewport and open the shader editor

I also make sure I’m in material preview so I can see my material

I add a new material

I leave the base color as white and increase the subsurface to 0.2

The subsurface will mix the diffuse (white) and the subsurface scattering – this is what happens when light penetrates the surface of a translucent object and then scatters by interacting with the material and ultimately leaving the surface at a different point

You can easily see this in real life when you notice the veins in your ears when you are lit from behind by the sun on a very bright, sunny day

I change the subsurface color to a blue – this is the subsurface scattering color that mixes with the base color [#0003E7]

I change the subsurface IOR to 1.54 and the subsurface anisotropy to 0.25

These two options will only be seen if I am in the cycles renderer

The subsurface IOR is the index of refraction for the subsurface scattering – that is, the indicator of the light bending ability of a particular medium

The subsurface anisotropy controls the direction of the subsurface scattering

I increase the specular to 1.0 and decrease the roughness to 0.1

The specular option refers to the amount of specularity of the surface – that is, how smooth and reflective the surface will be

The roughness field determines how rough the surface will appear – since this is a reflective material, the roughness should be very low

I increase the clearcoat to 1.0 and decrease the clearcoat roughness to 0.1

The clearcoat refers to an extra white specular layer that is placed on top of the other layers – since this is a highly specular material, I increase this strength

The clearcoat roughness refers to the amount of roughness of the clearcoat – in this case, it needs to be low due to the high specularity of this material

I change the IOR to 1.54 – the index of refraction for the subsurface scattering

This particular number is the IOR of ivory which is why I chose it

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