Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
in this blender tutorial i will show you
how to create this procedural tree bark
material in blender so about a year ago
i made another tutorial on how to make
procedural tree bark but i really wasn't
too happy with the result and ever since
then i've been wanting to create a
really nice tree bark material but it's
been a year of creating procedural
materials and i really think i've
improved my skills over the year and so
just recently i created this really cool
procedural tree bark and i really like
this result so that's what i'm going to
show you how to create in this video if
you'd like to purchase this procedural
material and help to support this
channel then you can do that over on my
gumroad store and my patreon page i'll
have the links in the description and
you can also check out my blender
procedural material packs if you'd like
to purchase more of my materials and if
you'd like to learn how to create all of
my procedural materials you can also
check out my blender procedural material
tutorial playlist on youtube all the
links are in the description so real
quick i'm just going to show you what i
have set up in the 3d space so i like to
preview my procedural materials on
spheres so i just added this icosphere
and i subdivided the icosphere so it's
nice and round but then i also wanted to
preview this material on a cylinder
because it is a tree bark material so
it's going to be added on a tree stump
or a tree trunk so i just added this
cylinder here and then i just kind of
extruded and inserted the faces here and
i also gave it a lot of loop cuts and
that is because we are going to be using
the displacements in the node editor to
actually displace the mesh so i do want
it to be somewhat subdivided so that's
what i did in the 3d scene with these
two objects just to preview the
materials and then i also added a camera
and pointed the camera at the objects
now for the lighting i added in these
two plane lights so i added a big plane
light right here on the side and this
object has an emission material with a
strength of 30 and also it just has a
very light blue color just to give some
natural light blue lighting and then
also i added in this plane right here
and this plane just has a subsurf
modifier so that it is round and then i
also gave this an emission material with
a strength of 30 and it's shining down
on the objects to just get some nice
bright lighting and then also to get
some really nice realistic lighting and
reflections i added in an hdri so this
is the loppenheim04
1k hdri this is a free hdri from
polyhaven.com link is in the description
if you'd like to download it so i
downloaded the 1k version and the hdr
version and then right here in the world
settings you can click on the new button
to add a new world and then right here
on the color you can click on the yellow
dot and you can choose environment
texture and then just click on the open
button and you can just add in the
downloaded hdri and then to make it a
little bit brighter i just turned the
strength up to like a 1.5
so this will give some nice realistic
lighting and reflections on the object
now i am going to be using the
displacements in the node editor to
actually make the bark bump out and i
would highly recommend that because it
is really going to make the tree bark
look much more realistic so right up
here on the render properties you need
to make sure this is set to cycles
because the displacements in the node
editor only work in the cycles rendering
engine so make sure you're using cycles
and then i am also going to be using the
adaptive displacements so if you want to
use the adaptive displacements you're
going to need to change the feature set
here to experimental and this is again
right over here on the render properties
so i'm going to change that to
experimental so then right over here on
the modifier properties i just added the
subdivision surface modifier so you can
click on add modifier and just add the
subdivision surface and i added the
subdivision surface modifier onto both
of these objects and then because we set
the feature set to experimental now that
it's set to experimental right back here
on the modifier properties we have the
adaptive subdivision setting so i just
turned that on and this way where you're
closer up it's going to add more detail
but then if you're farther away it'll
add less detail so on this tree trunk
object right here on the cylinder i
turned on the adaptive subdivision and i
just set the dicing scale to one i think
that's pretty good and then on this
object right here i turned on the
adaptive subdivision and i just turned
the dicing scale to five and that's just
because this object is already pretty
detailed that already has a lot of
geometry so i didn't need to turn the
detail up too high alright so now i'm
gonna click on this object and then
right over here i have the shader editor
so i'm going to click on new to add a
new material and i can just rename this
material to procedural tree bark and
then i want this object to be on the
other object so i can just click and
drag and drag this material and drop it
onto this object as well alright and
then there is one more thing that we're
going to need to do to get the
displacements to work you need to go
right over here to the material
properties and then in the material
properties you need to open up the
settings tab so you can see right here
on the displacement it just says bump
only but i want to click on this and i
want to change it to displacement and
bump so this is going to tell the
material that it can use the
displacements so i can just make this
smaller and we can start making the
procedural material just one more thing
though before we start i am going to be
using the node wrangler add-on to
preview the different nodes so if you
don't have the node wrangler enabled you
can just click right here on edit and
then you can open up the preferences and
then right over there on the add-ons tab
you can go over to the search and you
can search for nodewrangler and just
checkmark the nodewrangler add-on and
i'll show you how to use it in the video
so let's start by creating the base
texture for the tree bark so i'm going
to press shift a and i'm going to go
here to the search and i'm going to add
a voronoi texture so you can just search
for the voronoi and i'm going to add the
voronoi texture and drop it here and
then i want to preview it so i'm going
to hold down the ctrl and shift key and
select the voronoi texture that's using
the feature from the node wrangler and
it's going to preview that texture now i
don't want this material to look like a
bunch of little circles here or a bunch
of little dots so i'm going to click on
this drop down and i'm going to change
this to the chebyshev and now by
changing it to the chebyshev you can see
that we have a bunch of squares and that
is kind of what i want because if you've
looked at bark materials it kind of
looks like there's a bunch of squares or
a bunch of rectangles but the rectangles
are kind of scaled upwards or stretched
upwards but then of course they're very
natural and organic and random and they
have a bunch of noise and they're kind
of bumpy so this is what i'm going to
use for the base of the texture and then
also on the scale here i'm just going to
turn the scale to like an 8 so it is
smaller now also with the voronoi
texture selected i'm going to press ctrl
t and that is going to add the texture
coordinate and mapping now i want to use
the object coordinates so i'm going to
take the object and we're going to plug
that up to the vector now as i said
earlier the main texture of tree bark
seems to be stretched up so i want to
use this mapping node to actually
stretch the texture up so right here on
the mapping node on the very bottom one
right here on the scale i'm going to
turn the z scale to just like a 0.2 and
now you can see that all those squares
are actually going up and down and that
is starting to look a bit like tree bark
of course it isn't very natural or
organic it is very straight and so i
want to add much more randomness and add
more noise so what i can do is i can add
another texture here in between the
texture coordinate and the mapping to
actually distort the voronoi texture so
i'm going to press shift a let's go to
the search and i'm going to search for a
noise texture and i'm just going to drop
the noise texture right here between the
texture chord and the mapping so it's
going through the vector and so now the
noise texture is actually distorting the
displacement of the voronoi now i want
to turn the detail all the way up to the
max which is 15 so there's lots of
detail and then i also want to turn the
scale up to like eight now there is a
problem with this and that is that it's
distorting it way too much so you can't
even see those square shapes at all so
what i want to do is make the effect
less strong so i'm going to press shift
a let's go to the search and i'm going
to search for the mix rgb and i'm just
going to drop the mix rgb right here
after the noise texture so i can now
bring the noise texture down and then i
want to take the object from the texture
coordinate and i want to put that into
color 1 so then this noise texture is
going to go into color 2. and make sure
you put the color into color 2 not the
factor so now if i change the factor you
can see it's going to change how much is
being affected now i actually want to
click on the mix here and i want to
change the mix to the linear light so
change it to linear light and now when i
drag the factor you can see that the
texture isn't being moved around as much
and so we can actually kind of preview
what it's doing better so if i turn this
factor value all the way to zero it's
just using the object coordinates but if
i turn the factor all the way up to one
it's just using the noise texture so i
mostly wanted to just use the object
coordinates and i just wanted to use the
noise texture a little bit so i'm going
to drag the factor way down and make it
very small and i'm going to be using a
value of 0.08
so in the factor right there you can
type in .08 and now if you look at that
texture you can see that it is mostly
keeping the shape it is keeping the
shape of those squares or those
rectangles but there's a little bit of
noise here and there which is kind of
distorting it so now it looks much more
random and organic and we have a really
cool texture here now right here on this
noise texture we also have a roughness
value and i do want to turn the
roughness value up because if i turn it
up it's going to add even more detail
and roughness and i think it just makes
it look more like bark but i don't want
to just turn the roughness up evenly so
that there's more roughness all over the
place i want some parts to have more
roughness and then other parts to have
less roughness so i'm going to take the
texture coordinate and bring it over and
then i'm going to select this noise
texture here and i'm going to press
shift d to duplicate it and we're going
to stick it down here so i can now take
the object from the texture coordinate
and i'm going to put that into the
vector so i can now take the color from
this noise texture and i'm going to put
that into the roughness so this way
instead of just evenly changing this
with this factor value by using the
color from this noise texture some parts
are going to have more roughness and
then other parts are going to have less
roughness now on the scale here on this
noise texture i'm just going to turn the
scale to like a 3 and then i will leave
the detail at the max which is 15 so
it's very detailed now i want to have
more control over this so to have more
control over the colors i'm going to
press shift a let's go to the search and
i'm going to search for the color ramp
and we're going to stick the color ramp
right here in between both of these
noise textures so i now want to take the
black tab and i'm going to drag the
black tab out and i'm going to bring it
out to about here and then i can take
the white tab and i'm going to drag that
over as well so now if i zoom in here
you can see most of this doesn't have
any roughness but then some parts here
and there have lots of roughness now i
don't want it to be that contrasty
because that's very contrasty i do want
to have some amount of roughness all
over the texture so to do this i can
click on the black tab and i can make
the black tab lighter so i'm going to
click on the color and i'm going to make
this lighter and as i make it lighter
you can see there's more and more
roughness and if you want to use the
exact same color that i'm using you can
click on this tab and you can go here to
the color and if you click over on the
hex value you can type in b1 b1 b1 so
that is the exact color that i'll be
using and then i do want to take the
white tab right here and i just want to
make this white tab a little bit darker
and again if you want to use the exact
same color that i'm using right over
here on the hex value you can type in c
e c e c
so now if you zoom out here you can see
some parts definitely have more
roughness but then other parts have less
roughness so it just makes the texture a
bit more random and organic now i want
to organize my nodes very well just so
that they're very easy to understand so
i'm going to be putting these nodes in a
frame so i'm going to press b for the
box select and i'm just going to box
select all these nodes here but not the
texture coordinate and not be principled
so just all these nodes here in the
middle i can now press ctrl j so ctrl j
is going to join them together into a
frame and then i can just kind of push
them together just so that they're
compacted a bit more so something like
that maybe even bring these down a
little bit so they're a bit more
compacted all right so i can now click
on the frame and i want to rename the
frame i want to add a label so i'm going
to press the f2 button and that is going
to change the node label and i'm just
going to rename this to like bark
texture all right bark texture so that
is the base of our bark texture so what
i'm going to do now is take the distance
from the voronoi and i'm going to plug
this up to the base color of the
principled and then i can also control
shift and select the principled bsdf and
that is going to preview the shader now
of course that doesn't look very much
like bark because it is just black and
white so i want to add a color ramp in
here to change the different colors and
make it look like bark so i'm going to
press shift a and let's go to the search
and i'm going to search for the color
ramp node and i'm going to stick the
color amp right here between the voronoi
and the principle so i can now change
the colors in here and that'll change
the bark color so i'm going to click on
this black tab right here and then i'm
going to click on the color and for this
first color i'm going to make this a
very light color and then kind of a
brown color so a very light brown and if
you'd like to use the same exact color
that i'm using you can go over to the
hex value and you can punch in
seven 96775 nine so that is the exact
color that i'll be using and then i
wanna add a color in the middle so i'm
gonna hold down the ctrl key and click
right in here and that is gonna add
another tab and then i wanna bring this
tab over a little bit so it's over here
and then this one i'm going to click on
the color and i'm going to make this a
brown color as well so something like
this and it's going to be a bit darker
and again if you want to use the exact
same color that i'm using over here on
the hex you can punch in five nine three
f two nine so that is the exact color
that i'll be using and then for this
last one here i want this to be brown as
well so let's make this a brown color
but this one is going to be very very
dark and right over here on the hex
value if you want to use the same color
i'm going to be using a hex value of
0d0905
so just a very nice dark brown color and
i'm also going to just drag the black
tab over a little bit so that it's just
a little bit more contrasty so now we
have some really nice colors there for
the bark now if you zoom in here you can
see the bark is kind of shiny and i do
want it to be pretty rough because bark
is very rough so i'm going to take the
distance from this voronoi texture and
i'm going to plug a wire into the
roughness and that way this texture here
is going to control how rough it is now
i want more control over this because i
really don't have much control so i'm
going to press shift a let's go to the
search and i'm going to search for
another color ramp and let's just stick
the color amp right in here between the
voronoi and the roughness so just stick
it right there so i can now change the
colors of the color ramp and that's
going to change how rough or shiny the
actual bark is so if i make the colors
lighter then it's going to be more rough
so i can click on the black tab right
here and i can make this brighter and
brighter and you can see that now it is
much more rough and if you want to use
the exact same color that i'm using you
can click on this tab right here and go
to the color and i'm going to be using a
hex value of b3
b3 b3 and then also right over here on
this white tab over on the other side if
you want to use the same color that i'm
using you can go to the hex and you can
punch in e d
e d e d so this is basically just a
white color but it's very very slightly
gray so now you can see that tree bark
is very rough and that looks much more
realistic so the next thing that i want
to create is the moss so i'm going to be
creating the moss right up here so i'm
going to press shift a let's go to the
search and i'm going to search for a
noise texture and let's stick the noise
texture right up here and then i want to
use the object coordinate so on the
texture coordinate i'm going to take the
object and let's put that into the
vector and then i can control shift and
select the noise texture to preview it
now on the scale i just want to turn
this up to like a 7 and then i do also
want to have lots of detail so let's
turn the detail all the way to the max
which is 15. and then i do want to add
quite a bit of roughness so i'm going to
turn the roughness up to like
8.65 so 8.65 and now that has a lot more
detail and then i do think the moss
looks pretty cool if it has a bit of
distortion so on the distortion value
i'm just going to turn this up to like a
0.3 so there's a little bit of
distortion now what i want to do is
create a mask to tell the texture where
the moss is going to be so i need to
make this more contrasty so to do this i
can just press shift a let's go to the
search and i can search for a color ramp
and let's click on the color ramp and
i'm just going to drop it right in here
in this wire and just make sure you ctrl
shift and select the color ramp to
preview it so i can now bring these two
tabs together and that is going to make
it more contrasty so i'm going to drag
this black tab to about here and then
i'm going to drag the white tab out so
that the actual white parts are brighter
so just bring it to about there so
wherever the white parts are that is
where there's going to be moss so you
can play around with this if you want
very little moss you could just bring
these over here and now there's not
going to be very much moss or if you
want a lot of moss you can drag this
over so this way there would be a lot of
moss i don't really want that much moss
so i'm going to drag this over to about
there so let's zoom out here and i want
to join these together into a frame just
to organize them very well so i'll press
b for the box select i'm just going to
box select these two nodes and then i
can press ctrl j and ctrl j is going to
join them together into a frame and then
with this frame selected i can press f2
and that's going to bring up the node
label and i'm just going to rename this
to moss so just rename that to moss all
right so i now want to add the moss into
the base color so i can actually see it
so to do this i want to mix this color
ramp in with the color of the texture so
i'm going to select this color amp hold
down the shift key and select this color
ramp and then i can press ctrl 0 and
that is using a feature from the node
wrangler add-on and it's going to add a
mix rgb so i'm just going to open up the
mix rgb just click on the arrow to open
it up and then i'm going to just box
select these nodes right here and i'm
just going to bring these nodes over so
we have a bit more space so i actually
want to take the color from the mix and
i'm going to put that into the base
color all right so then i want to
control shift and select this mix to
preview it so right now you can see that
it is adding the moss but the moss is
all white so what i want to do instead
is take the color ramp here from the
moss and i want to put this into the
factor and the factor is going to tell
it what parts are going to be color one
and then what parts are going to be
color two so then we can take this color
ramp here with the brown colors and i'm
gonna put that into color one so now
color two is going to be the moss color
because this color ramp right here is
telling it where it's going to be moss
and where it's going to be the bark so
right back over here on color 2 i can
just click on this color and i'm going
to make this kind of a greenish brownish
mossy color and if you want to use the
same exact color that i'm using on color
2 you can go to the hex value and you
can punch in 4 3
6 c 2 8. so that is the exact color that
i'll be using so i can now control shift
and select the principled shader alright
so this is definitely looking more like
a bark material but it doesn't really
have any bump it's very very smooth so i
want to add some bump into the normal to
make it look like it's bumpy so i want
to add three layers of bump so the first
layer of bump that i want to add is the
voronoi texture because this is the
actual bark texture so i'm going to take
the distance from the voronoi and i'm
going to pull out a wire and i'm going
to stick that into the normal now
there's some weird shading issues and
that is because we need to convert this
data into normal data because this is
just black and white data but this
actually needs to be normal data you can
see that as a purple dot there so to
convert this to normal data i can press
shift a let's go to the search and i can
search for the bump node and we're going
to stick the bump node right here
so then the distance can actually go
into the height value of the bump and
then the bump normal can go into the
normal of the principal shader and this
way it's going to convert it to normal
data so now you can see that looks very
bumpy and that looks really nice and
also i can rename the bump node so if i
click on the bump node to select it i
can press f2 and i want to rename this
to bark bump so just rename that to bark
bun now this is a bit too strong and i
want to make it a bit more subtle so
let's turn the strength value on this
bump node to just like a 0.35 i think at
0.35 is pretty good so now that's not
quite as strong alright now i also just
want to add some noise all over the
texture just to make it look more
organic and natural so i'm going to
press shift a let's go to the search
here and i'm going to search for a noise
texture and we're just going to stick
the noise texture right down here now i
want to use the object coordinates so
we're going to take the texture
coordinate we're going to take the
object let's pull out a wire and i'm
going to drag this all the way over and
we're going to plug this into the vector
of the noise texture and then i can ctrl
shift and select the noise texture to
preview it so let's take the scale here
on the noise texture and i'm just going
to turn that to like 4 and then i'm
going to turn the detail here all the
way up to the max which is 15 so it is
very detailed and then i do want a
little bit more roughness so let's turn
the roughness up to like a 0.6 so it has
even more detail
all right so i now want to take this
noise texture and i want to plug it into
the bump just to give the entire texture
a little bit of bump so i'm going to
take this bark bump i'm going to take
this node and i'm going to press shift d
to duplicate it and i'm going to drop it
right here so the normal can just go
through the normal because it's already
been converted to normal data from this
one so we now have this extra height
value that we can add data into
so i'm going to take the factor from the
noise texture and i'm going to plug that
into the height and then i can control
shift and select the principled shader
to preview it so now it's just adding
some procedural noise all over the
texture now if i click on this bump node
i can also press f2 to rename this and
instead of it being bark bump i just
want to rename it to a noise bump so now
it says noise bump and then i do want to
make it a bit more strong so on the
strength value let's just turn this up
to like 8.4 so it's a bit more strong
and actually if you ctrl shift and
select the different bump nodes you can
actually preview what they're doing so
that's what the first one is doing and
then control shift and select this bump
node and that's what the second one is
doing now i want to add one more layer
of bump and that's going to be the moss
because if i control shift and select
the principled shader if i zoom into the
moss you can see the moss isn't really
popping out but i do want the moss to
look like it's bumping out so i'm going
to take the color ramp here from the
moss and i'm going to put that into the
normal as well
so let's take this bump node and i'm
going to press shift d to duplicate it
and i'm just going to drop it right here
so again the normal can just go through
the normal so we now have this extra
height value that we can plug data into
so i'm going to take the color from the
color ramp and i'm going to bring this
way down and i'm going to stick it right
there into the height value and then if
i click on this last bump right here i
can press f2 to rename this and i don't
want to rename it to noise bump i want
to rename it to moss bump because it is
the bump for the moss and then i do want
it to be popping out quite a bit so i'm
going to turn the strength value all the
way up to 1. so now if you zoom in there
the moss is popping out and that is
looking very good so this is definitely
looking like tree bark but there is one
really important thing that i want to do
here at the end and that is to add the
displacements and this is really going
to make it look like actual tree bark
because it's actually going to be
displacing the mesh so what i want to do
is i want to take the bark texture and i
want to put that into the displacement
to actually displace the mesh so i can
take the distance from the voronoi
texture and i'm going to pull out a wire
and i'm going to plug this into the
displacement here on the material output
now it's going to do something but you
can see that that's really weird and
that's all messed up it's like shooting
out in a random direction and so that is
because this is just black and white
data but this needs to be displacement
data so just like we did with the bump
nodes i need a node in here to actually
convert it to displacement data so to do
this i'm going to press shift a let's go
to the search and i'm going to search
for the displacement node and i want to
drop the displacement node right here in
this wire and then i can just drag this
down and i'm going to stick this right
down here underneath the principle and
then also you can see that this wire is
kind of overlapping so to make it not
overlapping i can hold down the shift
key and i can right click and drag and
i'm going to drag a line over the wire
and then let go and what that's going to
do is going to add this little reroute
and then i can just drag the reroute
over this is optional you don't need to
do it if you don't want to but i just
want to organize my nodes very well so
i'm going to bring that over and that
way it's not overlapping all right now
if i zoom in here you can see it's not
really doing anything and that is
because i actually need to take this
wire and i want to put it into the
height value instead so the voronoi
texture from the bark texture needs to
be going into the height value of the
displacement and now you can see that is
actually working so that is looking
pretty cool but it is way too strong so
i'm going to take the scale value and
i'm going to turn this way down to like
8.14 so just change it to like a 0.14 i
think that is a good size we'll just
wait for that to load up and there we
have it so i'm just going to zoom into
this object here make this a little bit
bigger so you can see it's actually
displacing the mesh and so that looks
very cool and it really does look like
procedural bark you can see those little
bits there are kind of popping out here
and there and it looks good from all
sides so even if you look at this on the
side of the cylinder or the back of the
cylinder it has a really nice texture
there and i really like how that is
actually popping out of the mesh and
that is it so that is the procedural
tree bark material so i'll just give
this a final render so i hope you found
this tutorial helpful and thank you for
watching and if you'd like to help
support me and this channel then you can
purchase this procedural material on my
gumroad store and my patreon page i'll
have the links in the description and
you can also check out my blender
procedural material packs if you'd like
to purchase more of my materials and if
you'd like to watch more procedural
tutorials then you can check out my
blender procedural material tutorial
playlist on youtube all the links are in
the description so i hope you enjoyed
this tutorial
and thank you for watching
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.