MatPlusTutorial 03

Texture a Radio in Blender, Part 3: Antenna, Rubber and Glass Buttons

Antenna roughness and curvature edges, dotted and dirty rubber in Mesh Island groups, glass buttons with a Transmission channel and a linked Blender decal.

12 steps21 min

In this third part of the radio series we go deeper into the material bases of the antenna, the rubber parts and the buttons, leaving everything ready for details, decals and labels in the next video.

You will add subtle roughness and edge variation to the antenna, isolate parts of a set material with groups and Mesh Island masks, build a dotted pattern with height, see auto-cache at work, add a Transmission channel to get glass buttons, and finish the big button with a hexagon pattern, a Blender decal and a link that reuses the decal as a height mask.

Step by step

  1. Step 1

    Break up the antenna's roughness

    Select Antenna in MatPlus Set Materials and rename its existing layer to Base. Add a new fill layer that only affects roughness: in Fill Layer Settings leave just Rough enabled.

    Add a black mask and a Fill Effect, click Add Texture and pick a texture from the Roughness Imperfection category (the video uses Roughness_58). Switch the view dropdown from Material to Roughness to see what you are doing, and in the effect's Settings tab adjust Balance and Contrast (about 0.92 and 0.18).

    In Coordinates, raise Tiling (about 1.75) so the variation is smaller. Back in Material view the antenna is no longer evenly glossy. Name the layer Roughness variation.

  2. Step 2

    Lighten the antenna's edges with a Curvature mask

    Add a new fill layer with a lighter gray tone. Add a black mask and, on top of it, an intelligent mask: click Choose Intelligent Mask and pick the curvature one, so the effect only appears on the antenna's edges.

    In the mask settings lower Contrast a lot (down to -1.0, with Balance about 0.12). Then lower the opacity of the Curvature 1 mask in the layer stack (to about 21) so the effect stays really subtle.

    Keep the antenna simple

    Two subtle effects are enough here: the complexity will go into other parts of the radio.

  3. Step 3

    Isolate the side buttons with a group and a Mesh Island mask

    Select Rubber Parts and add a new fill layer with a slightly brighter green tone. Create a new folder named Side Buttons and move the layer inside it (the video names the layer Side Buttons Base).

    On the group, open the mask menu and choose Mask Mesh Island, then use Pick Mesh Island to pick both side buttons. Now everything inside this group only affects the side buttons, so you can change the other rubber parts without touching them.

    In the layer, enable Metal and Rough to override those channels, so the buttons don't share the roughness and metallic information of the other rubber parts.

  4. Step 4

    Add a dotted pattern with depth to the side buttons

    Inside the Side Buttons group, add a new fill layer with a darker green. Add a black mask and a mask generator, click Choose Generator and pick Dots. Raise Scale (about 323) to get a small dotted pattern.

    Enable Height on the layer and give it a small negative value (about -0.10) so the dots go inward. Enable Rough and make it much rougher (about 0.98), so the inside of the holes is rough.

    Then select Side Buttons Base and make it a little glossier (Roughness about 0.3) to get some variation; check it in the Roughness view and go back to Material. Name the dots layer Side Buttons Holes.

  5. Step 5

    Add dirt and height to the main rubber parts

    Rename the original rubber layer to Main Rubber base. Add a new fill layer with a grayish tone that is rougher than the base (Roughness about 0.79). Add a black mask and a Fill Effect, click Add Texture and try different textures: the video tries a clouds texture and keeps Dirt_1.

    Enable Height with a small negative value (about -0.04) to add some variation to the surface. In the effect's Coordinates, raise Tiling (it ends at about 2.77) so the dirt fills the rubber parts with a finer, more rubbery look.

  6. Step 6

    Work in real time with auto-cache and finish the rubber

    While you drag Tiling you see the full-resolution texture; as soon as you release it, the layer is cached again automatically.

    To finish, select Main Rubber base, enable Metal and Rough, set Metallic to 0 and raise the roughness (about 0.34). Check the roughness variation in the Roughness view. In the Dirt_1 effect's Settings, adjust Balance (about 0.78) and Contrast, go back to Material view and save the project.

    Why auto-cache matters

    Caching in real time lets you keep working efficiently while the project holds many complex elements and materials.

  7. Step 7

    Turn the buttons into glass with a Transmission channel

    The buttons are split into material families: the cross pad and the main pad buttons share a glass look, the big button and the slider are treated separately, the three side buttons share one material, and the analog dials on top go together.

    Select Buttons and, to see better, disable Floor in the viewport overlays. In the Layers panel open the Settings tab, click the + icon to add a channel and, in Add Selected Channels, check Transmission and click OK. A new Trans button appears in Fill Layer Settings.

    Enable Trans on the existing layer and raise Transmission to 1.0, and make the color lighter. Switch the viewport to rendered (Cycles) to see the materials below through the buttons, then tune Metallic and Roughness (about 0.18 and 0.075). Name the layer Glass Buttons Base.

    Check glass in Cycles

    The transmission effect is properly visible in the Cycles rendered view, not in the regular material view.

  8. Step 8

    Separate the big button, slider, side buttons and dials

    Back in the material view, add a new fill layer named Big Button base. Enable Trans, Metal and Rough to override them: a very dark color, no transmission, some metallic (about 0.14) and some roughness (about 0.29).

    Create a new folder named Big button, move the layer inside, and give the group a Mask Mesh Island with only the big button picked. The transmission comes back on every button except the big one.

    Collapse the group and repeat the same process for the rest: a Slider group, a Side group for the three side buttons and an Analogic group for the dials (layer Analogic Dials, very metallic: Metallic about 0.93, Roughness about 0.39), each one overriding Trans, Metal and Rough. Save and check the result in the Cycles view: transparent buttons, the main button, the slider and the dials on top of the radio.

    Sped-up section

    Creating the groups for the remaining buttons is repetitive, so the video speeds it up. Pause the clip if you need to read the group names.

  9. Step 9

    Add a metallic variation to the dials with a UV mask

    Inside the Analogic group, add a new fill layer above Analogic Dials with a lighter tone, metallic and glossy (Metallic about 0.88, Roughness about 0.17). From the mask menu choose Mask UV, then use Pick UV Seam and pick two UV islands of the dials. You get a small variation on the dials' material.

  10. Step 10

    Give the big button a tiny hexagon texture

    Inside the Big button group, add a new fill layer with a really dark color and enable Rough with a high value (about 0.79), so it looks quite matte. Add a black mask and a mask generator, click Choose Generator and pick Hexagons. Raise Scale to make them really tiny (500).

    Enable Height on the layer. You can try Invert to compare; the video keeps it off. Raise Smooth Corners a little (about 0.21) and Exterior (about 0.97). Finally lower the height to make it flatter (about 0.01) and name the layer Pattern.

  11. Step 11

    Place a Blender logo decal on the big button

    The big button is imagined as a shortcut to launch Blender. Add a new fill layer named Decal, add a black mask and choose Add Decal. In the library (Brushes And Icons, category Stickers and Decals) pick the Blender logo with text (WingsBlender txt). Move it onto the big button in the viewport and scale it down.

    Enable Height and change its mode from Add to Mix with a value of 0: this overrides the hexagon pattern, so the Blender logo sits flat on the surface. Also override Metal and Rough (the video leaves both at 0, a glossy logo). You can lower the opacity of the Height channel a little to let some of the pattern below show through.

The antenna, rubber parts and buttons now have their material bases. In the next part we dive into more complex details: decals, labels and much more.