Garden Gate
Model Documentation:
The origin of the gate is set so that you simply place it at the base of the wall where you want to attach the hinges. There is a 5cm clearance from the ground and the latch bracket will connect to an opposing wall 90cm (0.9m) away.
There are three main groups of objects: (1) the hinges and latch bracket, (2) the main gate frame, (3) the latches. (2) and (3) are parented to (1) so that you position the hinges, then the gate and latches can be independently rotated to open or close the gate or lift the latches.
There are latches on either side of the gate so that it can be hung to open in either direction. Simply hide the latch you don't need.
Texture Documentation:
The gate, hinges, bracket and latches all have the same material "Gate". There are also some nuts and bolts with a separate material "Bolt".
The Gate material has several node groups going into a Principled BSDF shader (see image in gallery). The main node groups are the "MossNodeGroup" and the "RustAndPaintNodeGroup". Three control values from 0 to 1 into these node groups control the procedural rust and moss textures.
The MossNodeGroup has a single input: Moss amount. 0 is no moss. 1 is full moss. The inner workings of the MossNodeGroup use a distorted noise texture modified by a pre-baked Ambient Occlusion map and a normal Z direction vector to place moss onto the gate. It is a simple flat colour intended for a subtle dirt layer, so I don't recommend using high values for the Moss amount. The default is 0.6.
The RustAndPaintNodeGroup has 4 inputs: Rust colour, Gate colour, Rust amount, and Paint blister amount. The rust colour input is filled by a RustColourNodeGroup that you can modify if you want. The Gate colour input is set to nearly black by default, but you can change that if you want a bright purple gate or something.
The Rust amount value goes from 0 (no rust) to 1 (full rust). The Paint blister amount goes from 0 (perfectly smooth paint) to 1 (very blistered paint).
The inner workings of the RustAndPaintNodeGroup combines multiple noise textures to place patches of rust and to create a height map that feeds into a single Bump node plugged in the Principled BDSF shader. Some of the key nodes have been labelled to help understand the workings if you want to modify the texture or plug in your own.
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