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Original subtitles

hello and good morning I'm Lachlan and

today we're going to be creating this

procedural wood material in blender now

I make a fair few product models um and

I recently used this on a project I made

this turntable vinyl player and I

thought I would share with you guys some

material that I made for this one so

let's jump into blender and get underway

so in our pretty full of fresh blender

scene I've just got here a big

subdivided icosphere so you can just go

like shift a uh one of these guys make

it nice and round and then I've also

just got for our lighting scenario I've

just got ourselves a big old area light

really nice and big and just set to 1500

just so it's nice and easy to seal we're

working with it's probably not the best

for scene lighting like when you're

doing a real shot but just so we can see

what we're doing here and then also I've

got in the artist workshop hdri and

that's from polyhaven I'll link it down

below and that's going to help us fill

in all the Shadows

um so with all that lighting out of the

way let's get underway into our shading

tab so with our ball selected we are

going to add a new material we can call

this guy wood

and also we will be using for this one

we'll be using um Cycles now you can

this does work in Eevee but Cycles you

get those better Shadows so that's what

we're going to be rolling with so with

our new material selected essentially

how this is going to run is you sort of

have four sections to this wood right we

have the color we're then going to have

the main grain I guess the main pattern

of the wood we're then going to have

some extra little knots and sort of

imperfections on it and then we're going

to have sort of like the smaller detail

scratches running down that as well

so first of all let's get our main sort

of pattern done to get the big grain

done so for the grain we're gonna go

shift a and that ourselves a Musgrave

texture and then on your shift a and

also add ourselves a noise texture

beautiful now we can get started on this

Musgrave texture so to preview it you

can hold Ctrl and shift and then just

click on it and you can see what we're

working with so for the scale on our

Musgrave texture it's 4.6

and for our detail cranking it all the

way up pretty much drags up all the way

to 15. now our Dimension we're going to

bring all the way to zero and that's

going to start to really give us that

nice sort of grainy detail we're after

and that's pretty good that's it for the

Musgrave texture now we can start

working on our noise texture so I'm just

going to control shift and click on this

guy

now we're going to get the scale up a

little bit 27.8 up or down I never know

what to say like lower number makes it

bigger so is it bringing it up I don't

know whatever I'm going to say bring it

up because the numbers higher 7.8 to

detail up to an 11 so as you can sort of

see it's getting a bit more detail in

here leave the roughness but then our

Distortion we're going to set to a 1.12

and as you can sort of see it sort of

makes that like Rippling effect if I

control Z there we go so it's going to

sort of help us with our knots a little

bit

beautiful so what else we need for this

guy for this knot section is we're going

to need a mix RGB so shift a mix RGB I'm

actually going to need two of them so

what you can do is with it like hovering

over it you can press shift d and that

will duplicate them it's going to move

these guys a little bit over this way

and then on our mix Shader we need to

get um all our mapping and stuff so with

the node Wrangler add-on if you don't

have that selected if you go into your

preferences

um you can search up for the node

Wrangler add-on that means we can hit

Ctrl T and I have no idea why it's

giving me an image texture with that guy

open delete him and we just need to plug

our mapping and our coordinates up

so which is what my goal was to really

use this object coordinate for pretty

much all the textures so no matter what

you put this on it should look great and

you can sort of change the scale with it

um but so object for that I went into

the mapping

and then we are going to need um not

into the factor for this only I'm

mapping into our color one

and we need to plug the color from our

first mix into the vector of the noise

texture

and then we're going to need to plug our

noise texture

into our Muzz grave and then also into

our color two if you can see that so

it's into the color two of this mix

and our Musgrave will go into color one

hope we're all following so noises in

the vector of the Musgrave and into the

color two of that last mix

perfect so with our mapping node

um this is where we're sort of going to

warp it to give us that like the wood

effect because currently it's really

even if you mean it's like circle circle

we need to sort of stretch it out a

little bit so to do that we're going to

be using the scale here so for our

x-axis I literally made this a little

bit bigger at one 0.8 but then for our Y

and Z axis select them both and make

that a

0.15 and here we go now you can sort of

see what we're working with right and

then let's say as well you want your

wood to go horizontally on your object

you know kind of it's running sort of

vertically you can literally just sort

of change these guys

um change these guys around and that

will have it run

um

no that way sorry I've been just being a

goose

um oh gosh there's a zed so you'd have

that like that and then 0.15 and that's

how you get it to go that way cool cool

cool I'm just gonna get rid of all of

that perfect

so with our mix Shader um we're going to

move the factor across because it's

going to sort of help us blend between

our sort of nothingness and then our

shaders so as you can see it's like full

of the noise and then it's the full gray

and then this is where like I'm not too

technical with this but the blacker it

is sort of like the stronger the effect

and like it sort of whatever I'm not too

sure but anyway this is just set to BF

BF BF geez I'm glad I know what I'm

talking about

um so I sent that to that guy and now

factor for this one is going to be a 0.2

so it's going to be the nicest blend

between like heaps of the texture and

then just nice and um the plain sort of

color

then with our second mix Shader we're

going to set this guy to a 0.85

and you'll sort of see this is what's

going to help us um when we blend with

the colors

um so I'll set those 0.85 and you'll see

how we can use that in a little bit

later so now that we've got all of that

that's sort of the main grain bit so if

you want to be at Little good people

right now you're going to shift a and

add yourselves a frame

let's grab all these guys

grab all these guys chuckle in the frame

and then on your little side panel or

you can press n just with this Frame

selected we can just call this main

grain and that's going to be the main

grain perfecto

now we can start and the color so we can

sort of see properly what this is doing

so I'm just going to move this guy over

a little bit so we can see a bit better

now for our color

guess what we're going to add a color

amp no way who would have thought shift

a color amp and then we're also going to

need another mix RGB and we're going to

use this one a little bit later but for

now we're just going to set it to

multiply so don't worry too much about

this guy he's going to become apparent a

little bit later when we start adding

the other details

but let's jump into our color amp here

so what I'll do so we can see what we're

doing I'm going to plug the mix from our

main Grange into here and just into here

just so we can see what we're doing and

now you can sort of see how this is

going to all work so for our color amp

we need two more color little droppies

here to get a nice sort of color fade so

plus plus and we can get started so for

the first color the black on the left

here the hex code is going to be three

three one e one two beautiful and that's

all the way to the left

and also by the way you can change these

colors later maybe make a nice darker

Walnut I'm just showing what you guys

did but then feel free change this as

much as you like get some really good

results or some like deeper tones as

well

um but for the next color our hex code

is going to be three two one e one two

and then for the position of this guy

it's going to be set to a

0.18185 like that beautiful now for our

third dude our hex code is going to be

seven F five six two e hit enter oh yeah

now now we're looking good and this is

the position is set to a point five six

five

and then last but not least our fourth

color our hex code is going to be C4

uh two four nine one six five perfect oh

there we go we pretty much got your

production wood here and this one's

position is all the way to the end so

literally if you want to you can pretty

much call it a day of audio a really

nice sort of knotty wood texture going

on here but we're gonna get a little bit

more creative and add a little bit more

going on so I'm just going to move all

these guys and now we're gonna get

starting add some um

a little sort of like knots and

Imperfections to it so for the knots

we're gonna go shift a and add ourselves

a Musgrave texture

zoom in here and then we're also going

to shift a and add ourselves a wave

texture where are we beautiful

perfecto

now we can start doing our Musgrave

texture first for these little knots so

Ctrl shift click on a Musgrave so we can

preview what we're doing we're going to

set the detail all the way up to um the

details so sorry detail all the way up

to 15. let's put that back whatever

um Dimension is not going to go down to

a 0.26 so here we go again some nice

effect here and then our La current the

bottom one is going to be a 2.4 Perfecto

so we're going to be using this wave

texture to affect the scale of this guy

so we can plug our wave texture into the

scale and as you can sort of see it's

going to stretch it down a little bit

for us

and with the control shift click on a

wave texture so we can start working

with we're going to set the scale of our

wave texture to a 0.7

Distortion we're going to go all the way

up to a 4.5 so that's going to sort of

drag it down and sort of make it a bit

squirrely our detail however goes down

to

1.14 the scale up to a five for that guy

so looking good so far

um and then our roughness we keep it at

0.5 and we leave our phase offset so

we're going to need our coordinates

again so you could if you wanted to um

come off this one here but I sort of

like to keep it all nice and clean so

I'm going to on our wave texture I'll

hit Ctrl T to bring up this guy we don't

need our mapping node right now so we

can get rid of him

and we're going to plug now I really

wish I could have used the object for

this one but it just didn't really like

it just didn't work as well it still

sort of does but it looks so much better

with the UV plugged in

um it still worked on most models for me

you can play around we're trying to get

it to work on your object but I just

preferred this um effect of the UV I'll

show it a bit better later when we have

the sort of colors on it

but UV for that one and then we're going

to need a color ramp to help us control

these two textures here so shift a so

just as a color amp we can plug it into

here

now we click on this guy

what we need to do is we need to

actually go into

um control shift click there we go we

need to flip our color amp because we're

going to be using this multiply here and

that works with our dark factors so we

need to all the black is what we're

going to see so we need to swap these

guys over like that so this black is

what's going to show through on the

texture but we also don't need it that

strong so what you can do is we can just

bring up the color of this black make it

a bit lighter so for this I used A6 A6

A6

but obviously feel free to play around

with this guy as well

so now that we've got these guys sort of

all done I'm going to add another frame

in so shift a add ourselves a frame grab

them and then on a little panel with

that selected we can just name this I

guess like not slash imperfections

that's probably spelled wrong but who

cares so is that sort of that one we can

move this move these guys a bit closer

together

and now we can sort of plug these guys

all in so with our color we can plug

this into the color one of from our

knots and Imperfections and then we need

our main grain that's going to go into

color two

and then we need to plug our color from

the multiply into our color ramp and now

you can sort of see what's going on a

little bit more here so with our

multiply we need to set this to a 0.8

and this guy sort of controls how much

of like just that texture we're seeing

or how much of just the grain so you

have lots of Freedom you can have quite

a soft wood with bigger imperfections or

vice versa and then same like if you

want

um

that's how you set it there if you're on

your um little imperfections to be a bit

stronger you can just make it plucker

and there we go if you want them softer

you can make them it's probably you

can't really see them you can make them

whiter

hope we are all following along so I'll

send that back to 8606 and then this one

you have to point eight that's what I I

was happy with that one so we're already

looking really really good I'm just

going to add a little bit more detail

sort of the finer little streaks within

the wood

beautiful so for our smaller sort of

little scratches I'll zoom in so we can

see a bit better

um come up here when you're shift a and

it tells another Musgrave texture and

we're going to need the mapping and

stuff for this one as well so with it

selected Ctrl T it's going to hide our

panel

beautiful and then we're going to need

our object coordinate into our mapping

node and we can start playing with our

Musgrave so I'm going to control shift

click on that so we can see what we're

doing

now for this guy scale 15 detail 15 and

then our luck surround or whatever the

hell the thing's called 2.5 beautiful

and now we're going to Chuck in a color

ramp so we can control it a bit better

so shift a and ourselves a color ramp

and Chuck it into there we can control

shift click on this guy

so let's see how we're dealing with so

um what we needed to do before actually

we place our color ramp is obviously

this doesn't look like scratches at all

we need to sort of compress it to make

it look like scratches so coming over to

our mapping node on our x-axis here pump

it all the way to 120 and you can sort

of see now it's sort of compressing that

texture and that's going to give us a

nice little scratches so Chuck it all

the way up there and you can as well

then want to play you can play with your

um y Factor as well to make this sort of

scratches like it's like shorter and

taller so I'm pretty sure I add mine to

it I think it's just like a 0.8 so a

little bit um a little bit longer

and we're looking pretty good here now

because sort of same as before how I do

with this guy how I need it we're going

to use the black and we need to flip

this color ramp as well so I'm going to

grab these guys swap them over and here

we go so now you can see that these

little black bits are going to be our

scratches

now we want to sort of make it a bit

more defined so to do that we can bring

in our color ramp now I set this one to

a 0.125 for the white and then I'm going

to bring my black in and see how we can

sort of your sign to see a bit more it's

a bit more like obvious bit more defined

I was going to bring this guy all the

way to I'm pretty sure at a point four

so as you can see it's a lot more easy

to see than is that a bit too soft so

point four we're nearly there guys we're

nearly there

um we can be good at ourselves another

frame shift a grab these guys pop them

in there click on the frame parallel it

just rinse and repeat and this will just

be called I guess like scratches

for now we can move him over here

we're looking good we're nearly we're

nearly there move this guy move this guy

now obviously we need to essentially do

the exact same thing that we did with

this one with these two we need to add

another multiply node so what I can do

is just click on the multiply node press

shift d

AB that to put him over there and then

it's going to move over so it can see a

bit easier what to do hide that panel

we're going to then plug these guys up

so we need the color amp to actually

come into color one so click on this

coming to color one and that will come

down into color two and then you can use

this as well to then control how much of

your scratches are coming in so zeros

nine one's full I have mine at a pretty

short it's a 0.5 pretty sure to skip to

the point five so a nice little amount

you can sort of see just adds a little

bit more subtle detailing along I just

make it a little bit more realistic

because as realistic as you can make it

it's one of those hard things with like

image textures versus procedural like

you want to talk as realistic as

possible while doing it procedurally but

it can be difficult so sort of there we

go we're sort of like we're getting near

the Finish Line we should have plugged

this guy into our base color we can

preview our principle and you can see

just have those nice streaks all through

it we're nearly done look at that I'm

pretty happy with this so far

look at this now we just want to add a

little bit of bump to it give it a bit

more texture as it does look like a very

sort of smooth flat piece of wood right

now

so I'm going to move these out the way

and I'm going to add myself in two bump

nodes so I'm going to shift a and now

this is a bump

and I'm just going to press shift d and

just duplicate that because we're going

to have a one bump for the knots and um

grain and then we're gonna have another

one for all of our little scratches

that's why we're going to be chucking in

two so pretty simple we just need to

Chuck the color around for all our knots

and stuff that's going to go into the

height of this first bump

and then what we can do is we need the

color from our scratches so that's going

to come and that's going to come into

the height of the second one stretch it

down

we can plug the normal from the first

one to the normal and then the normal

into their principal bsdf and there you

go sort of see all those Shadows coming

through now we don't need to be anywhere

near as strong so I'm just going to

control shift click on the first bump so

you can see it's very very very bumpy

I'm going to change down the strength of

the not one to point two so it's still

there but just not as harsh and then

also then with our scratches these are

quite like they're quite

like aggressive so I'm going to turn

these all the way down to a point one so

just subtle but you can see it coming

through that wood look at that and we

are pretty like we're done we are done

we can brush call it a day you can move

this all around and clean it up if you

like you know move that over there move

this over here move them a bit closer

and that is going to be it so I'm going

to jump over here I'm going to give this

guy a little render

and Bam there we have it guys so here is

my procedural wood material in blender

um this was my first sort of material

tutorial I'm so sorry I was looking at

my phone he just had all the numbers on

it but I really hope we enjoyed this guy

I really want to see the work that you

guys put this on and sort of what you

can create with this I really hope you

enjoyed the video feel free to like And

subscribe it's really going to help me

out and I will see you soon for some

more designing and yeah happy designing

guys cheers

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