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So I was informed by one of the moderators that my post's title was not specific enough. So I decided to just create another one that aligned more with my problem and deleted the last post. Hope that's alright.

So I am trying to create the same kind of grungy type texture of this chair (the one that the girl is sitting on),enter image description here

and I am having some trouble. This is what I have so far in Blender: enter image description here

Unfortunately, I keep getting these spots that are weirdly pixelated like this: enter image description here

Does anyone know how I can get rid of that weird pixelated effect on my grunge texture??? Also, in what ways can I get my material to more closely resemble the texture of the chair in the first image?

I want to create this texture completely procedurally, and I do not want to use an image texture. Here is a copy of my blend file, and down below are a few screenshots of my node setup.

enter image description here

enter image description here

enter image description here

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  • $\begingroup$ Hello and welcome. Please don't post the same question more than once. If your previous question was put on hold, address raised the issues by editing it so it can be reopened rather than post a new one, otherwise see What should I do if no one answers my question? $\endgroup$ Jun 14, 2022 at 15:13
  • $\begingroup$ @DuarteFarrajotaRamos Sorry about that! I will keep that in mind and edit next time instead of reposting. I'm not sure if my last question was put on hold or not. $\endgroup$ Jun 14, 2022 at 15:25
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    $\begingroup$ It was not on hold, I just requested a clearer title, which you already provided here. Your "pixelated" effect most likely originates from poor UV map coordinates $\endgroup$ Jun 14, 2022 at 15:29
  • $\begingroup$ Okay, right on. Well, I actually UV unwrapped it and used the project from view (bounds) option. So there isn't really any weird defects with the UV island. So I don't think it's that. $\endgroup$ Jun 14, 2022 at 15:33
  • $\begingroup$ @SMH The problem was your Voronoi vector which was causing the problem. Check my answer. $\endgroup$ Jun 14, 2022 at 17:45

2 Answers 2

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EDIT, Problem Solved:

Your Voronoi and White Noise texture destroys it. The white noise is noise, and the Voronoi vector makes it blocky. Use another mapping node or a new mapping node as a vector, and it solves the problem. I would have shown that it fixed the problem, but I changed too much of the texture, and the scale is gone all wrong :) enter image description here

After using a bump node, you don't connect it to a normal map to use it as a normal output, it already has a vector output. Delete the normal map node and connect the bump node directly to the normal, and it will fix the issue.

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I think your issue is that your plugging the colour output of your noise, Voronoi and white noise textures into the colour ramps and math nodes in image 2 of your node trees this can give weird results. instead you should use the outputs with the grey colour such as distance, value, fac

here is my take on the fabric using you node tree

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  • $\begingroup$ Nah, the Voronoi's position he used as a vector destroyed the white noise. Anyways, nice attempt at an answer :) $\endgroup$ Jun 14, 2022 at 17:46
  • $\begingroup$ I meant more for the noises as you can see above when plugged into the colour the result is pixelated but thanks $\endgroup$
    – lsw
    Jun 14, 2022 at 18:01
  • $\begingroup$ You are to some extent right, but the problem you are addressing in your answer is also caused by the normal map attache between the bum node. Anyways, yes, the colour makes the shading vary in procedural textures, and it has different bump values. + 1 :) $\endgroup$ Jun 14, 2022 at 18:04
  • $\begingroup$ yep i see. thank you $\endgroup$
    – lsw
    Jun 14, 2022 at 18:13

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