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Is there a way to make procedural materials like the ones here in Cycles for rocks, sand, landscapes, etc.?

Here's an image of what I'm trying to achieve:

Example image of rocks

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  • $\begingroup$ I'm not sure what your question is. Cycles does have procedural textures if that's what your asking. $\endgroup$ – gandalf3 Nov 8 '13 at 0:39
  • $\begingroup$ Thanks for the fast reply, my question is more can this be done with blender cycles for example materials like this nukeation.deviantart.com/art/… with blender procedural materials ? $\endgroup$ – bside Nov 8 '13 at 0:49
  • $\begingroup$ Here's what I whipped up in a few minuets. Is there something specific in those examples that you want to know if is possible to recreate in blender? $\endgroup$ – gandalf3 Nov 8 '13 at 1:30
  • $\begingroup$ Thanks , can you give a screenshot from the node editor so that i can use this for learning how to make a material like this for example with the cycles node editor $\endgroup$ – bside Nov 8 '13 at 1:48
  • $\begingroup$ Here is the node setup. Note that this used the experimental cycles displacement (see this for more info) $\endgroup$ – gandalf3 Nov 8 '13 at 2:07
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I would say yes.

Here is an example I made in a few minutes entirely with material nodes:

Render

Node setup:

Node Setup

Note that the color ramp near the bottom of the screenshot is going from 0 to 3 (to make the displacement stronger). To make colors darker or lighter than 1 or 0 you must type the values in directly.

Also note that the above image is rendered with Cycles experimental displacement.
To enable this you must enable experimental features in Properties > Render settings > Render > Feature Set:

enter image description here

This enables the Displacement settings in Properties > Object Data.

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  • $\begingroup$ Thanks , for the node setup . Now if i want every rock different then i must you add the new vector tranform node . It allows to change coordinates between different spaces, World, Object or Camera $\endgroup$ – bside Nov 8 '13 at 10:55
  • $\begingroup$ @bside That would do it $\endgroup$ – gandalf3 Nov 8 '13 at 11:48
  • $\begingroup$ You forgot to add the Veronoi Crac node setup (and possibly the ColorRamps values and colors - tried to figure out a nice setup myself)... for the rest, the setup is working very nice for a Sea Shell I'm making. Thank you! $\endgroup$ – Fantômas May 9 '15 at 12:46
  • $\begingroup$ @DerGolem I've uploaded the .blend. Enjoy :) $\endgroup$ – gandalf3 May 9 '15 at 18:50
  • $\begingroup$ Oh, thank you! In the meanwhile, I used a Standard Voronoy/Intensity which also worked well. Thank you again, Gandalf. Your answers are like mini tutorials. Always very well done. $\endgroup$ – Fantômas May 9 '15 at 19:07

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