Joel Adams Share How to Make a Procedural Dirt Shader in Blender Using Cycles.
For those who want to get their hands on the latest and greatest in graphics technology, there’s no better way than procedural textures. Working with these types of workflow can be incredibly flexible for when you need something customizable or regenerates automatically at any resolution needed without hassle from creating different files – just one big project file that covers everything!
Watch computer animation artist Joel Adams walk through his Procedural Dirt Shader process by using Blender together with Cycles which we know has been particularly popular lately among other programs such as Photoshop CC 2016? Imagine how fast things could go if everyone was using this system instead…
The first part of this two-part tutorial shows you how to create procedural nature in Blender and creates a scene with terrain, grass. The process begins by diving into creating the dirt shader for your material which I would argue is always essential even when working with more complex materials but here Adams foregoes UV unwrapping because there’s just too many vertices on his mesh without another plan being put into place beforehand.
In order get started we’ll need an instance from our fantasy world so click File -> New Project then name it “ProceduralNaturePart1”. Once inside he sees that they don’t have any data yet since all their maps were created beforehand using Apetite For Destruction assets.