How to make an old bronze procedural material | Blender 3.2

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]

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