In this tutorial, I will show you how to make a procedural concrete material using the shader nodes in Blender for your project.
Concrete 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 add a new material and name it
I change the Base Color to a midtone gray [#9E9E9E]
I use SHIFT + A and add a Musgrave Texture
I connect the Height of the Musgrave Texture to the Base Color of the Principled Shader
I can now change the options on the Musgrave Texture
I select the Musgrave Texture and use CTRL + T to add a Mapping and Texture Coordinate node
I change the Texture Coordinate output from Generated to Object – this will mean that the texture won’t be dependent upon the UVs of the object
I use SHIFT + A and add a Voronoi Texture node
I connect the Mapping node to the Vector input of the Voronoi Texture
I use SHIFT + A to add a Mix Color node between the Musgrave Texture and the Principled Shader
I connect the Musgrave Texture into input A and the Voronoi Texture Distance output into input B
I change the Scale of the Voronoi Texture
Color and Bump
I use SHIFT + A to add a Color Ramp between the Mix Color and Principled Shader
I can now select the White Color Stop and move it to achieve my desired look
I change the White Color Stop to a light gray [#D1D1D1]
I use SHIFT + A to add a Bump node
I connect the Mix Color node 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 all of 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
Cracks
I use SHIFT + A to add a second Voronoi Texture node
I select the second 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 use CTRL + SHIFT + LMB to view the Voronoi Texture
I change the scale on the Mapping node
I change the Feature to Distance to Edge and decrease the Scale
I add a second Color Ramp between the second Voronoi Texture and the Material Output node
I move the White Color Stop to determine the size of the cracks
I select the Principled Shader and use CTRL + SHIFT + LMB to view the node
I use SHIFT + A to add a second Bump node
I connect the second Color Ramp to the second Bump node Height
I connect the second Bump node to the Normal of the first Bump node
I now make any last adjustments
I select these five nodes and use CTRL + J to join them
I right-click on the Frame and rename it