Making a procedural rusted metal material | Blender 4.0

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

Base Texture

Make sure you have the Node Wrangler add-on activated in the Edit menu under Preferences

In the Shading Workspace, I add a new material and name it

Using SHIFT + A, I add a Bump node and connect it to the Normal of the Principled Shader

I use SHIFT + A to add a Noise Texture node

I connect the Color output to the Height input of the Bump node

I can now change the strength of the Bump node

I also change the Scale and Detail of the Noise Texture

I select the Noise 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 Color Ramp between the Noise Texture and Bump – this will be used to make some areas of the object smooth

If I move the White Color Stop, I can add some smoothing to the object’s surface

I add a second Bump node and connect it to the Normal input of the first Bump node – this will make the smooth areas a bit less smooth

I use SHIFT + D to duplicate the Noise Texture

I connect the Color output to the Height input of the second Bump node

I can now change the Strength of the second Bump Node

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

I select the nodes (except the Principled Shader and Output node)

I use CTRL + J to join them together

I then right-click on the Frame and rename it

Adding Color

I use SHIFT +A to add a second color ramp and change the White Color Stop to a midtone gray [#858585]

I connect the Color output to the Base Color of the Principled Shader

I move the Black Color Stop toward the middle and the White Color Stop a bit to the Left

I use SHIFT + A and add a third Color Ramp and connect the Color output to the Base Color of the Principled Shader

I connect the Color output of the first Noise Texture to the Factor of the second Color Ramp

I change the Metallic to 1.0

I click on the Plus Icon and add a third Color Stop

I change this new Color Stop to a red [#832912]

I add a fourth Color Stop between the Black Color Stop and Red Color Stop

I change this Color Stop to a midtone orange [#8B310B]

I now move the Color Stops

I connect the Color output of the first Noise Texture to the Factor of the second Color Ramp

I use SHIFT + A and add a Mix Color node

I connect the second Color Ramp to the A input and the third Color Ramp to the B input

I connect the Mix Color node to the Base Color of the Principled Shader and make changes to the Color Ramps

I can change the Blending Mode – I will use Screen

If I change the factor, I can affect which of the Color Ramps has dominance

I select the Color Ramps and the Mix node

I use CTRL + J to join them together

I then right-click on the Frame and rename it















































































































Base TextureMake sure you have the Node Wrangler add-on activated in
the Edit menu under Preferences In the Shading Workspace, I add a new material and name itUsing SHIFT + A, I add a Bump node and connect it to the
Normal of the Principled Shader I use SHIFT + A to add a Noise Texture nodeI connect the Color output to the Height input of the Bump
nodeI can now change the strength of the Bump node [0.3]I also change the Scale and Detail of the Noise Texture
[3, 12] I select the Noise Texture and use CTRL + T to add a
Mapping and Texture Coordinate nodeI 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 Color Ramp between the Noise
Texture and Bump – this will be used to make some areas of the object smoothIf I move the White Color Stop, I can add some smoothing
to the object’s surface [0.495] I add a second Bump node and connect it to the Normal
input of the first Bump node – this will make the smooth areas a bit less
smoothI use SHIFT + D to duplicate the Noise Texture I connect the Color output to the Height input of the
second Bump nodeI can now change the Strength of the second Bump Node [0.15]I now change the Scale and Detail of the second Noise
Texture [6, 24] I select the nodes (except the Principled Shader and
Output node) I use CTRL + J to join them togetherI then right-click on the Frame and rename it  
Adding ColorI use SHIFT +A to add a second color ramp and change the
White Color Stop to a midtone gray [#858585]I connect the Color output to the Base Color of the
Principled ShaderI move the Black Color Stop toward the middle and the
White Color Stop a bit to the Left [0.4, 0.75] I use SHIFT + A and add a third Color Ramp and connect the
Color output to the Base Color of the Principled Shader
I connect the Color output of the first Noise Texture to the
Factor of the second Color RampI change the Metallic to 1.0 I click on the Plus Icon and add a third Color StopI change this new Color Stop to a red [#832912]  I add a fourth Color Stop between the Black Color Stop and
Red Color StopI change this Color Stop to a midtone orange [#8B310B]  I now move the Color Stops I connect the Color output of the first Noise Texture to the
Factor of the second Color RampI use SHIFT + A and add a Mix Color node I connect the second Color Ramp to the A input and the third
Color Ramp to the B inputI connect the Mix Color node to the Base Color of the
Principled Shader and make changes to the Color RampsI can change the Blending Mode – I will use ScreenIf I change the factor, I can affect which of the Color
Ramps has dominance I select the Color Ramps and the Mix node I use CTRL + J to join them togetherI then right-click on the Frame and rename it

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