Did you know you can use easily make your own old bronze material?
In this Blender tutorial I will show you how to use Blender to make an old bronze procedural material.
Bronze Base
The first thing I will do is make the bronze material
I make sure I’m in material preview mode
I then split the viewport and open the shader editor
I then make a new material for the object
I will change the metallic of the principled shader to 1 and since this is an old bronze, I will change the roughness to 0.7
I add a color ramp and connect it to the base color of the principled shader
I will change the white color stop to a bronze color [#A56628]
I will use a darker shade of the bronze color for the black color stop [#6B421A]
I add a Musgrave texture to the color ramp to help break up the surface of the bronze
I will make changes to the texture until I find a texture to my liking
I can now move the color stops on the color ramp to get a more refined texture
Bronze Detail
Now I can add some more details to the material
I duplicate the Musgrave texture and color ramp
I then mix them together use a mix RGB node
I change the white color stop to a different bronze color [#A5462D]
I also change the black color stop to a different shade of this new color [#441D12]
Now I make changes to the Musgrave texture
I also change the color stops on the color ramp
To add some dimension to the material, I add a bump node and connect it to the normal input of the principled shader
I then connect the mix RGB to the height of the bump node and change the strength
Scratches
Now I can add some scratches to the bronze material
I add two Voronoi Texture nodes
I change the top Voronoi texture feature to f2
I change the distance metric to Minkowski
For the bottom Voronoi texture, I use F1 for the feature and Minkowski for the distance metric
I connect a color ramp to the exponent of the Voronoi textures
I add a math node and change the function to subtract
I connect the distance of each Voronoi texture to the values
I connect the math node to a diffuse shader
I add a mix shader between the principled shader and the material output node
I connect the diffuse shader to the bottom input of the mix shader
I change the factor until I see the original bronze material
I add a color ramp between the math node and the diffuse shader
I add three color stops in between the black and white color stops and move them as needed to change the look of the cracks [0.082, 0.116, 0.159]