how to achieve a bronze shader, optionally with some dirt?
Here is my Mesh:
And here is a reference image showing how it should look:
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Here's what I came up with using procedural textures:
I would use dirty vertex colors in 3D view > header > Paint while in Vertex paint mode to add some dirt to the corners:
You can then use this in your node setup via an Attribute node, with the name set to the name of the vertex color layer (
Col by default):
You could more than likely get a better result more easily by using image textures.
I'd also recommend this tutorial, which has some great examples (and a free image texture).
Here is my version of Gleb Alexandrov's grungy metal. I changed the color to a bronze using a couple of RGB curves and Bright/Contrast nodes and added some dirt using dirty vertex. The rust is not technically accurate since bronze does not rust but I threw it in anyhow so you can see how it is done. You can always bypass the rust by plugging the base metal shader right into the scratches mix shader node. It looks great though without the bronze coloring on the base metal.
Here is the full material:
Here is just the base metal:
Full thing without rust:
Here is the node setup:
And finally the blend file.
Both the base metal and the rust textures are free ones from cgtextures.com, the scratch map is homemade.
If you don't want it to look that grungy you can mix the base metal with a bronze color using a mix RGB node and increase the left value of the color ramp coming out of the fresnel node to get more gloss.
Okay After some Investigation and trying stuff i found this here http://blenderartists.org/forum/showthread.php?241389-Dirt-procedure Here is the Node Setup for it too has Dirty Vertex Colors.
the result can be seen here. Of Course someone could Tweek the Colors / Mix Values for another Result look the thread up.
If you download this pack and append in the Brass Old one, you can adjust its colors to get what you are looking for. Then hook a grunge map into the Roughness value, or use a noise texture like this:
This gives an output of:
By playing with the Contrast and Multiply Values you can get a pretty nice result.You can mix together more complex textures to get a look more like your image.