![]() ![]() We’re adding roughness and bump-displacement using the image texture as reference (It’s a bit lazy but looks good), and we can just plug in the image output into their respective inputs. Refer to the node group image for details. I suggest you use the same amount for both axes unless you want more distortion. Tweak this until it looks good to you, I used 8x scaling on both the X and Y axes. ![]() Then, we’ll want to tweak the scaling on the XY plane by using a mapping node. In Blender 2.8, we can multi-edit several objects at once, so select all the objects with the carbon fibre material and go into edit mode with tab, then hit U > Smart UV Project (Don’t change any settings!) We can fix this by UV-unwrapping everything and then changing the mapping of the texture (basically scaling the texture “tiles” down, so that they’re more densely packed and resemble carbon fibre more). Then, we can see that the placement of the texture and its scaling is rather distorted. With the active selection as the one with the carbon fibre material applied, hit Ctrl + L > Link Materials to give every object in the selection the same material. We’ll be applying this material to the whole mesh, and we can select all the sections (except the cables) and then add this material to any section. Create a new material called “Carbon Fibre” and then give it this node setup.Īdd the carbon fibre texture into the image texture input (textures > image texture) This is the most complex material in the scene, which should tell you how simple the others are. ![]()
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