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I've been trying to come up with an idea of creating rust procedurally and tried searching up for tutorials on various sites which only made use of image textures. Procedural being a hard practise as it is, I wanted to create a rust texture for various meshes in blender but the one I did come up with, not so very realistic:enter image description here

does anyone have some ideas on how to create rust using only procedurals inside of blender?

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  • $\begingroup$ First thing - rust does not fade in and out, a given point is either rusty it's not, not halfway rusty. To create this effect run the noise texture you are using for a mask through a "Greater Than" node. $\endgroup$ – PGmath Jan 24 '16 at 15:22
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    $\begingroup$ How's this? $\endgroup$ – PGmath Jan 24 '16 at 15:55
  • $\begingroup$ @PGmath, it looks like scrap paper stuck with glue on top on steeled suzanne but is it possible to create it in blender? It looks kind of intriguing. $\endgroup$ – bzal Jan 25 '16 at 8:26
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    $\begingroup$ @bzal That's a first test, I meant to add an answer with an updated version yesterday, but I had a busy weekend. I'll try to get it fixed up and an answer posted ASAP. $\endgroup$ – PGmath Jan 25 '16 at 13:38
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    $\begingroup$ In the book "Blender 2.6 Cycles: Materials and texture cookbook" by Enrico Valenza, published by Packt publishing you can find more than 40 recipes, one of them is for procedural rust. $\endgroup$ – Peter Hilgers Jan 27 '16 at 12:42
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Hope the image is self explanatory enough. Hope it gives you a good starting point.

Some Explaination

Click on the image to view it in full resolution. You can copy the nodes and will get the same results. The Musgrave Texture are used as the mask to create the rust patch. A Second Musgrave Texture is given variation in the values, acts as the mask for the silver non rusty parts of the material. The noise material just provide a little color variation for the silver material, so it is not flat and boring.

The node pretty much tells you how it's constructed. The bottom image shows the closeup of the material, just for a visual reference that in closeup the material is still pretty convincing.

enter image description here

enter image description here

Additional Side Notes

Regarding the UV image, I use it for visual testing uv unwrap to prevent tile stretching on none procedure map, for this case I did not use it at all as it is indeed a procedural material, so no uv work is required on the model at all. It's just the default setup for my workflow when I start a new file.

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    $\begingroup$ I don't know who down voted your answer, but I suspect you'd get a better rating by explaining a bit the logic behind your choice of nodes, rather than presenting just the image. On that note, think about displaying the most relevant information only, what are we learning form the UV/image editor, the material library or most of what is on the right side of the first image... ? $\endgroup$ – cegaton Jan 24 '16 at 19:49
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    $\begingroup$ @hawkenfox, what is the UV image for? Is it being used for texture paint? $\endgroup$ – bzal Jan 25 '16 at 7:27
  • $\begingroup$ @hawkenfox, would it be Ok if I made a tutorial based on this? $\endgroup$ – bzal Jan 30 '16 at 11:19
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    $\begingroup$ @ bzal go ahead whatever I share here is free and open. Well you could add a link on your video to this page when you are done. $\endgroup$ – hawkenfox Jan 31 '16 at 10:55
  • $\begingroup$ @hawkenfox This is great... How would you increase the ratio of the rust to bare metal? $\endgroup$ – Dontwalk Mar 29 '16 at 20:18

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