I wanted to try making a procedural material that would hold up even when incredibly close for macro photography. I settled on a coated material with the surface eroding away to reveal the concrete underneath. While I had made a few stone-like materials, none of them were intended to work at such close distances. Getting all of the detail in just the shader required a lot of layered noises, but I'm happy with the end result.
The final noise ended up using over 20 separate maxon noises, each being passed to separate parts of the material for high and low frequency detail.

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