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Procedural Material: Concrete Slabs

A procedural material I made. This uses only Diffuse, Roughness, and Normals meaning it can easily be baked and imported into a game engine. The node tree is quite large, otherwise an image of it would have been included but as a quick run down this is simply created by overlaying a combination of Noise, Voranoi, Musgrave, and wave textures. Wave texture was used for the grid of the tiles which was used for both roughness and normal maps. I also used musgrave and noise textures to get some smaller, subtle cracks in the concrete. By altering the colour ramps for different textures this can easily be made to look like newer and cleaner slabs, while this is a more worn and run down texture. It was also rendered using cycles as the wave texture wouldnt apply in eevee, for real time rendering within blender this isnt ideal, however if you are to bake for use within a game engine, cycles would be needed regardless.