Making a procedural dirt & water puddles material | Blender 4.0.2

In this tutorial, I will show you how to make a procedural dirt material using the shader nodes in Blender for your project.

DIRT BASE

Make sure you have the Node Wrangler add-on activated by going to Edit > Preferences and under the Add-ons panel, search for Node Wrangler and activate it

Under the Shading Workspace, I make a new Material and rename it

I use SHIFT + A to add a Voronoi Texture

I connect the Distance output of the Voronoi Texture into the Base Color of the Principled Shader

I change the Feature of the Voronoi Texture to Distance to Edge

I select the Voronoi Texture and use CTRL + T to add a Mapping and Texture Coordinate node

I change the Texture Coordinate output from Generated to Object

I change the Scale of the Voronoi Texture

I use SHIFT + A to add a Noise Texture node

I use CTRL + SHIFT + LMB to see the Noise Texture

I connect the Mapping node to the Vector input of the Noise Texture

I now increase the Scale and Detail of the Noise Texture

I select the Principled Shader and use CTRL + SHIFT + LMB to see the shader

I use SHIFT + A to add a Mix Color node in between the Voronoi Texture and Principled Shader

I connect the Factor of the Noise Texture to input B of the Mix Color node

I change the Blending Mode of the Mix Color node to Overlay

I use SHIFT + A to add a Color Ramp between the Mix Color and Principled Shader

I move the White Color Stop to reduce the amount of noise

I select all the nodes (except the Principled Shader and Material Output)

I use CTRL + J to join them

I right-click on the Frame and rename it

DIRT COLOR

I use SHIFT + A to add a second Color Ramp and place it between the first Color Ramp and the Principled Shader

I change the Black Color Stop to a dark brown color [#3A251C]

I change the White Color Stop to a midtone brown color [#A4764A]

I use CTRL + LMB to add a third Color Stop and change the color to a lighter brown [#BE8655]

I can now move the Color Stops to adjust the colors

DIRT DETAIL

I use SHIFT + A to add a second Mix Color node between the two Color Ramps

I change the Blending Mode to Add

I use SHIFT + A to add a second Noise Texture node

I connect the Mapping node to the Vector input of the second Noise Texture node

I connect the second Noise Texture node to input B of the Mix Color node

I change the Scale and Detail of the second Noise Texture node

I use SHIFT + A to add a Bump node

I connect the first Color Ramp to the Height of the Bump node

I connect the Bump node to the Normal input of the Principled Shader

I change the Strength of the Bump node

I select these four nodes

I use CTRL + J to join them

I right-click on the Frame and rename it

WATER PUDDLES

I use SHIFT + A to add a Noise Texture and Voronoi Texture

I connect the Factor of the Noise Texture to the Vector of the Voronoi Texture

I select the Voronoi Texture and use CTRL + SHIFT + LMB to view the node

I decrease the Scale of the Voronoi Texture

I increase the Detail of the Noise Texture

I use SHIFT + A to add a Color Ramp between the Voronoi Texture and the Material Viewer

I move the Black Color stop to the right – this is the area where water puddles will appear

I select the Principled Shader and use CTRL + SHIFT + LMB to view the node

I connect the third Color Ramp to the Roughness input of the Principled Shader

I use SHIFT + A to add a third Mix Color node between the first Color Ramp and the Bump node

I change the Blending Mode to Overlay

I connect the third Color Ramp to input B of the third Mix Color node

I select these three nodes and use CTRL + J to join them

I right-click on the Frame and rename it

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