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