I’ve spent the last weeks refining the materials I showcased in my previous post and the results look really promising. Progress has been huge in the case of rusty metal, since now this material is fully procedural and doesn’t rely on any external texture.
Fully procedural materials offer the advantages of independence from external tools, flexibility and lower memory footprint than high resolution image textures at the cost of longer render times. For these reasons I’ve decided to create a section in this blog entirely dedicated to the development and refinement of fully procedural materials in Cycles, and it will be aptly titled “Surface Knowledge”.
You are free to comment or make suggestions concerning any of the entries in this section.