Materials and Shading in Blender
The Principled BSDF
Blender's main material node covers most real surfaces: base colour, metallic, roughness, IOR, transmission (glass), subsurface (skin, wax), coat, sheen (fabric) and emission.
| Material | Key settings |
|---|---|
| Glazed ceramic | dielectric, low roughness (~0.1–0.2) |
| Brushed metal | metallic 1, roughness ~0.3, anisotropy |
| Plastic | metallic 0, roughness 0.3–0.6 |
| Glass | transmission 1, roughness 0, IOR ~1.45–1.5 |
| Rubber | metallic 0, roughness ~0.8 |
Shader nodes
In the Shading workspace, combine nodes to build materials:
Texture Coordinate → Mapping → Noise Texture → Color Ramp → Principled BSDF (Base Color)
└──────────→ Bump → (Normal)
This creates a procedural, mottled surface with matching bumpiness, with no image textures or UVs needed.
Image textures
Add Image Texture nodes for base colour, roughness and normal maps. Set non-colour maps (roughness, normal, metallic) to Non-Color colour space; using sRGB for them gives wrong results.
Variation adds realism
Real surfaces are never perfectly uniform. Add subtle roughness variation, edge wear (using pointiness or ambient occlusion masks) and slight colour noise.
Reuse
Save materials in an asset library (mark as asset) so you can drag them into any project.
Exercise
Create four procedural materials (glazed ceramic, brushed metal, frosted glass and worn painted wood) using only nodes, and render them on spheres with an HDRI for a material sheet.
Check yourself
- Which colour space should a roughness map use?
- What does the transmission setting create?
- Why add subtle variation to materials?
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