Used a voronoi texture instead

Node Wrangler is awesome for looking at the nodes and seeing what the different sliders do! :smiley:

So I played around with some of the texture options and found a fun look with the voronoi texture. Kinda shattered glass surface look?

It looks cooler in the Eevee render, more shattered or glass-like, but I don’t really know what I’m doing when rendering, so… xP

Cycles:

Eevee:

Node setup:

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Great material, mark it as an ASSET?!

menu > object > asset > mark as asset

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Thank you :smiley:

Yes, I marked it as an asset :slight_smile:

Awesome looking material, like you said, it looks like shattered glass ^^

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Google “Crakle top coat.” That is the exact effect you have created. Looks like google will give you fingernails with that search, but you can add just about anything you would paint after that, like guitar, and see the effect there as well.

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Voronoi has been one of my favorite textures for years. Now I’ll have to check out your setup to see what I get, so thanks for posting it here. :slightly_smiling_face:

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I love this idea! (And I’m right there with you, @Miss_B, on the love for Voronoi textures :grinning_face_with_smiling_eyes:)

One neat thing about the Coat layer on the Principled BSDF is that it allows us to create a separate layer of detail on top of the underlying surface.

I started with your idea, @Breagha, and modified it a bit to see how I could create a crackly-but-stlll-polished coat with its own dynamic roughness on top of a rougher, noisier base surface that had a much more fine-grained bump – all with different noise textures driving different values for roughness and bump:


Not sure where exactly I’m going with it just yet, haha, but I feel like it’s a good basis for establishing different levels of control if I decide to clean these nodes up further and make them all a bit more procedural :muscle:

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