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I am trying to create a really worn-out stone texture. Here are some images similar to what I'm looking for:

I'm looking for something that looks like the first image. Dirty and greyish-black. But I want it cracked like the second image. What kind of procedural texture nodes can/should I use for this? Here's what I got so far:

enter image description here

enter image description here

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  • $\begingroup$ What about something like this? $\endgroup$ – gandalf3 Dec 21 '13 at 2:44
  • $\begingroup$ It's a little vague what you want because the diffuse color of the two images are different. Do you want it dirty or clean for instance? $\endgroup$ – Gunslinger Dec 21 '13 at 12:01
  • $\begingroup$ Can you be a little more specific? Realistic is subjective. $\endgroup$ – CharlesL Dec 21 '13 at 13:12
  • $\begingroup$ @Gunslinger Sorry about that. I'm looking for something like the first image. Dirty and grey, but cracked like the second image. $\endgroup$ – Daniel Pendergast Dec 21 '13 at 14:39
  • $\begingroup$ No worries. In a couple of hours I will have some free time and I have this exact problem on the table. I plan to release it as a youtube tutorial later (if it goes well) but hopefully I will have a sufficient node-group answer soon. $\endgroup$ – Gunslinger Dec 23 '13 at 18:08
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I have made a node setup that renders like this:

Rendered stone

It consists of two diffuse shaders. One is your stone texture from above (well almost). The other is a simple green "dirt" material. The real trick is to combine the dirt with the stone in a believable pattern. I tried multiplying two noise textures with some distortion. Distortion makes noise be liked two colors of paint where you have stirred it some. You get a swirling pattern.

To get this further, I would add some bump to the dirt shader. Also, I would bake an AO map and use that in the mask, letting it influence the mask so that there is more dirt in crevices.

Here is the node setup.

Node setup

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Here is another attempt, using Musgrave noise to create an overall uneven distribution to the dirt:

enter image description here

Material node setup:

enter image description here

The Voronoi Crackle node group:

enter image description here

Here is the blendfile.

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  • $\begingroup$ The Difference method for mixing cells is quite smart. $\endgroup$ – Leon Cheung Dec 24 '13 at 3:44
  • $\begingroup$ The cracks link seems to be gone @LeonCheung $\endgroup$ – MicroMachine Jan 11 '17 at 2:41
  • $\begingroup$ @fabriced indeed. Unfortunately I cannot remember what I did and how. Sorry man. $\endgroup$ – Leon Cheung Jan 11 '17 at 8:37

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