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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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