Procedural Ceramic Material | Blender 4.1

This video shows how to create a procedural ceramic material using Blender 4.1. You will learn how to use the shader nodes to produce a ceramic material using Blender. The final render was done in Blender.

Ceramic

I will be using a cup and plate that I downloaded from Sketchfab

Open the Shader Editor and add a new material

Go into Material Preview

Add a Mix Shader between the Principled Shader and the Material Output

Since ceramic is partially translucent, add a Subsurface Scattering node and connect it to the Mix Shader

Increase the subsurface scale to 0.2 – this allows the subsurface and the diffuse color to be mixed

For the subsurface color, I will use a blue [#98B2E7]

Change the Index of Refraction (IOR) to 1.54 – this is the indicator of the light bending ability of a particular medium

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

The Subsurface Anisotropy is changed to 0.25 – this controls the direction of the subsurface scattering

Increase the Specular to 1.0 – this will determine how smooth and reflective the surface will be

Decrease the Roughness to 0.1 – since this is a reflective material, the roughness should be very low

Increase the Clearcoat to 1.0 – this is an extra white specular layer that is placed on top of the other layers

Change the IOR to 1.54

For the Clearcoat Roughness, change it to 0.1 because it needs to be low due to the high specularity of this material

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