Forum Archive › How do you know the shader editor can do these things? › Reply To: How do you know the shader editor can do these things?
Thanks so much for the kind feedback @italiano19! It means a lot 🙂
Believe it or not, I harbor this same feeling about Geometry Nodes. Despite my comfort in the shader editor, GN just hasn’t clicked with me (yet, I hope).
My shader nodes proficiency is simply a result of time and practice. Picking up one technique at a time, implementing it so it sticks. Over time they compound and intertwine until you’re very familiar with what needs to be done to achieve a certain look.
While “time and practice” isn’t usually encouraging, here’s a list of my most (re)used material components:
Each type of grunge is accomplished by identifying the crevices of a model with a mask (AO node is great for this). Once the area is identified, break up the mask with a noise texture. Use this grunge mask to add light grey diffuse for dust, dark grey/brown for grime, mid-level brown/orange for rust. Simple as that.
So long all my materials have some degree of those components, they will be more believable and appealing. If you keep watching my courses, notice how these drive my decisions. I might implement them in different ways or alter them relative to the project, but they’re at the core of my materials.
Hopefully that short list is encouragingly digestible.