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Concrete Material

I recently made a damaged concrete material as part of a course I'm taking at Futuregames and decided to revisit it to add some variations.

The result is one tileable base material with two additional variations with heavier damage that exposes the metal rods behind the concrete.
Since I had multiple variations in mind when I built the base material I can iterate on it and add more variations fairly quickly by replacing the masks that control the damage variations.

The base material without any heavy damage.

The base material without any heavy damage.

First Variation.
One large chunk of the wall is damaged and the supporting metal rods are exposed.

First Variation.
One large chunk of the wall is damaged and the supporting metal rods are exposed.

Second Variation.
Multiple larger cracks of various depth exposes small parts of the metal rods.

Second Variation.
Multiple larger cracks of various depth exposes small parts of the metal rods.

This was the blending setup that I used when concepting and testing out my idea.
I am effectively blending between three different surfaces in this material. The base concrete, the damaged concrete, and the metal rods.

This was the blending setup that I used when concepting and testing out my idea.
I am effectively blending between three different surfaces in this material. The base concrete, the damaged concrete, and the metal rods.

The base material on a flat plane with displacement + tessellation.

The base material on a flat plane with displacement + tessellation.

The first variation on a flat plane with displacement + tessellation.

The first variation on a flat plane with displacement + tessellation.

The second variation on a flat plane with displacement + tessellation.
This time without the metal rods.

The second variation on a flat plane with displacement + tessellation.
This time without the metal rods.

The overall size of my material graph.

The overall size of my material graph.