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in this blender tutorial I'll show you
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how to create this procedural wood plank
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material and after we create the
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procedural material I'll show you how to
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join the material together into this
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custom node group so that you can
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control the look of the material so we
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have the scale to change the size of the
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material so you can change this
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depending on the size of your object
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then we have two different colors for
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the woods so we have a lighter color and
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then we also have a darker color so if
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you want like a lighter wood you could
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turn the darker color up you can see the
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wood looks quite a bit different then we
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have the noise scale one and then we
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also have noise scale 2 so that can
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really change the look of the wood then
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we have these really cool values here
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these texture variations so by changing
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these values you can get lots of
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different wood variations you can see
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that now looks like a completely
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different wood just by changing those
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two texture variations then we also have
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this noise detail here this will just
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make the noise more or less detailed so
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you can turn it down a little bit if you
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want and then we have the voro detail
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and then also the voro detail too so
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those can definitely change the look of
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the wood then we also have the knot
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scale so this wood actually has some
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little knots so you can make the knots
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of wood bigger or smaller and then we
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have the knots Darkness value so if you
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want those knots to be less visible or
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more visible you can just drag the knots
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Darkness then we have the roughness of
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the material so if you want the wood to
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look more like it's painted or polished
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or has some kind of finish on it you
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could just change that roughness to make
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it more shiny then we have a few
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different bump strengths so we just have
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a noise bump strength which is just some
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noise all over the wood we also have the
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knots bump strength to make those look
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more bumpy and then we have the wood
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bump strength which is just that base
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wood texture and if you'd like to
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purchase this procedural material and
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help support the channel then you can
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get that on my gum store and my patreon
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page the links are in the description
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now I've also created another 10
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procedural materials and so I've just
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updated my ultimate blender procedural
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material pack so my ultimate blender
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procedural material pack comes with all
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of my procedural materials and they're
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all preset up for blender's asset
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browser with custom thumbnails sorted
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cataloges and customizable node group
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and every time I create another 10
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procedural materials I update my
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ultimate material pack so if you're one
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of my existing customers that you can
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just redownload the product files and
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reinstall the ultimate material pack in
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the asset browser to get all the new
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updates with these new 10 procedural
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materials and I also sell packs of 10
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procedural materials so I've also just
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released blender procedural material
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pack number 18 I'll have all those links
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in the description all right so I'll now
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show you the 3D setup if you want to set
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up the blend file the same way that I
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have so I want to preview this material
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on a sphere so I'll go to the add menu
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and I'm going to add an icosphere and
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then right behind me when you open up
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the add icosphere settings right after
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you add the icosphere I'll turn the
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subdivisions to six so it is nice and
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smooth and round and then I'll scale
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this object way down to like a01 so it's
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a better size using the real life scale
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and blender I'll press crl a and I'm
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going to apply the scale so this is the
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default size of the object and then I'll
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use the object context menu and shade
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that smooth let's also go to the add
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menu and I'm going to add a cube because
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I want to actually preview this on a
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plank of wood I'll also scale this down
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to a 0.1 and then press CR a and apply
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the scale and then I'll go into edit
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mode and I'm just going to scale this
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down to the size of a plank of wood I
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can also bring it over and kind of
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rotate it kind of rotate it up like that
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and then I want to add a little bevel to
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the edge of the wood so I'll go to the
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add menu I'm going to search for the
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bevel modifier and we're just going to
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add a bevel modifier here on the
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modifiers and we will turn the amount
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way down so it's much smaller and let's
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turn the segments up to maybe like a
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four so we're just going to have a tiny
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little bevel on the edge of the wood and
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then we'll use the object context menu
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and shade it smooth now it may be a
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little bit hard to see but on the edges
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the edges of the wood don't look super
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sharp and so what I'm going to do is
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click on ADD modifier and I'm going to
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search for the weight to normal so I'll
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add the weighted normal modifier now you
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can see right down here it's going to
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say that you need to enable the auto
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smooth so use the object context menu
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and we're going to choose the shade Auto
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smooth so you can see before when it's
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set to shade smooth you can kind of see
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it on the edges it kind of looks a
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little bit smooth which is a little bit
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weird kind of on those flat areas you
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might be able to see it better in the
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reflections of the mat cap but now if I
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shade Auto smooth it looks quite a bit
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more crisp and sharp then I also added
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some different area lights right here so
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I added these two area lights so this
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first one here I kind of scaled it up
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and pointed it here on the back and I
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set the power to 10 and I made it a
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slight yellow color and then this one
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right over here this is a more yellow
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color and also I set the power to 10 and
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I kind of put this one behind the
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objects to give some nice lighting and
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and then I did also add in hdri to get
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some realistic lighting Reflections so
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if you go over here to the World
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Properties I added in this machine shop
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02 1K hdri so this is a free hdri from
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poly haven.com the link will be in the
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description if you'd like to download
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the same hdri that I'm using so once you
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download the HD you can click on the
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yellow dot here next to color you can
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choose environment texture and then
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click on the open button and open up the
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hdri and again I downloaded the 1K
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version and the HDR version and then
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also just to make it a little bit less
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bright I turned the strength here down
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to a 7 and then also I added this camera
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here and I just pointed the camera at
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the objects and if you select the camera
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and go to the camera settings I turned
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the focal length to 90 because it just
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zooms the camera in a bit and makes
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everything look a bit more flat and I
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like that better and then just a couple
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other settings that I'm going to go over
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I'm going to be using the Cycles
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rendering engine because I'm going for
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realism and then also let's open up the
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film tab here and I check mark the
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transparent button just so the
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background is transparent so you can't
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see it and also here on the color
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management if you open up the color
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management I set the view transformed to
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filmic and the look to very high
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contrast just to pop out the colors and
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make everything more contrasted and
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saturated all right so I'm in the
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shading workspace so I have the 3D
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viewport right over here and I'm in the
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rendered mode and then I have the Shader
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editor right here so I'll click on new
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to add a new material and I'll just
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rename this material to Wood Plank and
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then I'm also going to be using the node
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Wrangler add-on to preview the different
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nodes so if you don't have the node
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Wrangler enabled you can click on edit
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you can go to the preferences and then
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over there in the add-ons tab if you go
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here to the search you can search for
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the node Wrangler and just check mark
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the node Wrangler add-on so it's built
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in a blender and I'll show you how to
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use it in the video so we can close
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blenders user preferences all right so
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then also make sure that you have the
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same wood plank material on both of
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these objects so I'm going to go to the
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ad menu and I'm going to start to search
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for a voro texture and then using the
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feature of the node Wrangler you can
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control shift and select the voro
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texture to preview it and also with the
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voro texture selected I'm going to press
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contrl t to use the texture coordinate
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and mapping nodes and I want to use the
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object coordinates so we'll put the
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object into the vector and the object
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coordinates are going to place the
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texture on the object more evenly and
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you can turn the voro scale up so you
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can see it better now because this is a
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little bit of a complex material I want
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to keep my nodes nicely organized so I'm
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going to click and drag to box like
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these two nodes here and I'll press
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contrl J contrl J will join them
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together into a frame and then I can
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select the frame and I can press f2 to
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add a label and I can call this mapping
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all right so now we can change some of
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the voro texture settings so I'm going
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to turn the scale to a seven I also want
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to turn the detail to zero and then I'll
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leave the other settings how they are
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now this doesn't really appear as though
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it's doing much but what I'm going to do
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is add a noise texture here between the
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mapping and the voro and the noise
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texture is going to distort the
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placement of the voro texture because
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it's going through the vector so we'll
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go to the ad menu and we're going to
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search for a noise texture and let's put
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it here between the mapping and the voro
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so now it's going through the vector so
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it's going to distort the placement of
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the voro so you can see now it looks
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kind of distorted let's change some of
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the settings of this noise so I'm going
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to turn the scale to a 3.5 let's also
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turn the detail to the max of 15 and the
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roughness here I'll turn to like A8 and
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then also this Distortion here I'll turn
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that to four so that looks more
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distorted now I want to stretch out the
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wood texture to make it actually look
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more like wood so I'm going to go to the
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ad menu and I'm going to search for
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another mapping node and we'll put this
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mapping node after the first one so now
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this mapping node because it's going
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into the vector it's going to change the
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placement of the textures so we can for
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instance rotate or move or scale the
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textures so I'm going to scale the
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texture to kind of stretch it out to
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make it look like wood so on the scale X
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here I'm going to turn this to a
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5.5 and on the Y here I'm going to turn
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this to
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00:08:17,319 --> 00:08:21,080
a045 and then I'll leave the Z at one so
269
00:08:19,919 --> 00:08:23,080
you can now see it looks like the
270
00:08:21,080 --> 00:08:24,520
texture is stretched and then also one
271
00:08:23,080 --> 00:08:26,520
other thing that I want to do is I want
272
00:08:24,520 --> 00:08:28,440
to use the factor value instead of the
273
00:08:26,520 --> 00:08:30,800
color so we'll put the factor into the
274
00:08:28,440 --> 00:08:32,240
vector all right now I want to have two
275
00:08:30,800 --> 00:08:33,599
different wood textures and we'll mix
276
00:08:32,240 --> 00:08:35,320
them together to make it more
277
00:08:33,599 --> 00:08:36,800
interesting and give more detail so I'm
278
00:08:35,320 --> 00:08:38,800
going to hold down the shift key and
279
00:08:36,800 --> 00:08:41,560
select both of these textures and I'll
280
00:08:38,800 --> 00:08:42,919
press control shift d so control shift d
281
00:08:41,560 --> 00:08:44,560
will duplicate the nodes but it's going
282
00:08:42,919 --> 00:08:46,399
to keep the wires plugged up so they're
283
00:08:44,560 --> 00:08:47,959
both plugged into the mapping and let's
284
00:08:46,399 --> 00:08:49,519
control shift and select this voro
285
00:08:47,959 --> 00:08:50,920
texture to preview it and I can change
286
00:08:49,519 --> 00:08:54,160
some of the settings so I'll turn the
287
00:08:50,920 --> 00:08:56,080
scale to A6 and the detail all turn up a
288
00:08:54,160 --> 00:08:57,600
little bit to like a point2 so it has a
289
00:08:56,080 --> 00:08:59,760
little bit of detail all right so then
290
00:08:57,600 --> 00:09:01,640
we can also change the noise settings so
291
00:08:59,760 --> 00:09:05,320
on the scale here I'll turn this to a
292
00:09:01,640 --> 00:09:07,800
2.5 instead and then I also want to turn
293
00:09:05,320 --> 00:09:10,200
this roughness down a bit to like A4
294
00:09:07,800 --> 00:09:11,399
five so it has a bit less roughness and
295
00:09:10,200 --> 00:09:13,360
then I'll leave these settings how they
296
00:09:11,399 --> 00:09:15,120
are so you can see now we have kind of a
297
00:09:13,360 --> 00:09:16,680
larger wood texture there's kind of some
298
00:09:15,120 --> 00:09:18,519
bigger spots and they're not quite as
299
00:09:16,680 --> 00:09:20,240
detailed and then if I control shift and
300
00:09:18,519 --> 00:09:22,240
select this Forno texture this one is
301
00:09:20,240 --> 00:09:24,000
kind of smaller and has more detail so
302
00:09:22,240 --> 00:09:25,760
now you can see we have two different
303
00:09:24,000 --> 00:09:27,160
textures here and I want to mix them
304
00:09:25,760 --> 00:09:28,480
together to make it look like a really
305
00:09:27,160 --> 00:09:30,240
interesting wood so I'm going to go to
306
00:09:28,480 --> 00:09:32,720
the ad menu and I'm going to search for
307
00:09:30,240 --> 00:09:35,279
the mix color node because the mix color
308
00:09:32,720 --> 00:09:37,120
node can mix multiple colors together so
309
00:09:35,279 --> 00:09:38,640
we'll drop the mix color node right here
310
00:09:37,120 --> 00:09:40,240
and let's bring these over so I have a
311
00:09:38,640 --> 00:09:42,000
bit more space so I can now take the
312
00:09:40,240 --> 00:09:44,120
voro distance and I can put that into
313
00:09:42,000 --> 00:09:46,000
color a and then the other voro distance
314
00:09:44,120 --> 00:09:47,480
let's put that into color B and I'll
315
00:09:46,000 --> 00:09:49,640
contrl shift and select the mix to
316
00:09:47,480 --> 00:09:51,720
preview it now the factor is going to
317
00:09:49,640 --> 00:09:54,320
change how much we're using of each one
318
00:09:51,720 --> 00:09:55,839
so only color a or only color B however
319
00:09:54,320 --> 00:09:57,440
I don't just want to mix between them
320
00:09:55,839 --> 00:09:59,040
because I want to be able to see both of
321
00:09:57,440 --> 00:10:01,279
the textures that we're mixing together
322
00:09:59,040 --> 00:10:03,440
so what we can do is change the mix type
323
00:10:01,279 --> 00:10:05,160
here to darken instead and this way it's
324
00:10:03,440 --> 00:10:06,480
just going to add the dark values so now
325
00:10:05,160 --> 00:10:07,880
as I turn the factor up you're going to
326
00:10:06,480 --> 00:10:09,839
be able to see both of them so you can
327
00:10:07,880 --> 00:10:11,440
see right now it's just showing the top
328
00:10:09,839 --> 00:10:13,560
one when the factor is zero it's only
329
00:10:11,440 --> 00:10:15,200
using a but then as I turn the factor up
330
00:10:13,560 --> 00:10:17,320
it's going to use more and more of just
331
00:10:15,200 --> 00:10:18,600
the dark values from the bottom one so
332
00:10:17,320 --> 00:10:19,959
now we have a really interesting wood
333
00:10:18,600 --> 00:10:22,240
texture there's kind of some bigger
334
00:10:19,959 --> 00:10:24,240
details and some smaller details so
335
00:10:22,240 --> 00:10:26,240
let's box select all these nodes I'll
336
00:10:24,240 --> 00:10:28,640
press contrl J to join it together into
337
00:10:26,240 --> 00:10:30,959
a frame if I select the frame and press
338
00:10:28,640 --> 00:10:33,240
f2 to give it a label I'm going to call
339
00:10:30,959 --> 00:10:35,120
it wood texture because this is the base
340
00:10:33,240 --> 00:10:36,880
of the wood now I also want to create
341
00:10:35,120 --> 00:10:38,720
the knots so we're going to create a
342
00:10:36,880 --> 00:10:40,399
different group right here of textures
343
00:10:38,720 --> 00:10:41,839
which is going to be the knots so I'm
344
00:10:40,399 --> 00:10:43,800
going to start off by going to the ad
345
00:10:41,839 --> 00:10:45,760
menu and I'm going to search for a voro
346
00:10:43,800 --> 00:10:47,360
texture let's place it here and I can
347
00:10:45,760 --> 00:10:48,800
control shift and select the voro to
348
00:10:47,360 --> 00:10:50,440
preview it and we want to take this
349
00:10:48,800 --> 00:10:52,639
mapping vector and we want to put that
350
00:10:50,440 --> 00:10:54,480
into the vector of the voro so again
351
00:10:52,639 --> 00:10:56,399
it's using the object coordinates now
352
00:10:54,480 --> 00:10:57,440
this voro here if I turn the scale up
353
00:10:56,399 --> 00:10:59,079
you can see there's going to be a bunch
354
00:10:57,440 --> 00:11:01,480
of little dots and so we're going to use
355
00:10:59,079 --> 00:11:03,079
that to actually create the wood so
356
00:11:01,480 --> 00:11:05,480
let's change some of the voro texture
357
00:11:03,079 --> 00:11:07,800
settings so on the F1 here I want to
358
00:11:05,480 --> 00:11:09,240
change this to smooth F1 so the edges
359
00:11:07,800 --> 00:11:11,000
are much smoother you can see that looks
360
00:11:09,240 --> 00:11:12,600
a lot better now let's turn the scale to
361
00:11:11,000 --> 00:11:13,800
just like a 16 cuz I don't want them to
362
00:11:12,600 --> 00:11:15,800
be too big I don't want to be able to
363
00:11:13,800 --> 00:11:18,120
see too many of them and the detail I'll
364
00:11:15,800 --> 00:11:19,839
turn up a little bit to like a 0.5 but I
365
00:11:18,120 --> 00:11:21,160
don't want to turn up too high and then
366
00:11:19,839 --> 00:11:23,279
I'll leave the other settings how they
367
00:11:21,160 --> 00:11:24,880
are now I want to make this voro texture
368
00:11:23,279 --> 00:11:26,920
more contrasty so you can see the
369
00:11:24,880 --> 00:11:28,320
circles better so we go to the ad menu
370
00:11:26,920 --> 00:11:30,000
and we're going to search for a color
371
00:11:28,320 --> 00:11:31,839
amp we'll put the color up after the
372
00:11:30,000 --> 00:11:33,800
vorno distance and then we're going to
373
00:11:31,839 --> 00:11:35,680
drag these two values together and by
374
00:11:33,800 --> 00:11:37,800
dragging them closer together they'll be
375
00:11:35,680 --> 00:11:39,320
much more contrasty so I'll just drag
376
00:11:37,800 --> 00:11:40,519
these two about here so the black one
377
00:11:39,320 --> 00:11:42,440
there and the white one there so you can
378
00:11:40,519 --> 00:11:44,040
see that a bit better now these don't
379
00:11:42,440 --> 00:11:45,959
really look like wood knots right now
380
00:11:44,040 --> 00:11:47,440
cuz they don't really have any detail so
381
00:11:45,959 --> 00:11:49,000
I'm going to be going to the ad menu
382
00:11:47,440 --> 00:11:51,120
again and I'm going to search for
383
00:11:49,000 --> 00:11:52,680
another another noise texture and we're
384
00:11:51,120 --> 00:11:54,560
going to put this noise texture here
385
00:11:52,680 --> 00:11:56,639
after the color ramp so because the
386
00:11:54,560 --> 00:11:58,440
noise texture has lots of noise data
387
00:11:56,639 --> 00:12:00,200
we're now putting the voro into the
388
00:11:58,440 --> 00:12:02,120
vector of the noise and so now it's
389
00:12:00,200 --> 00:12:03,360
distorting it so now that looks more
390
00:12:02,120 --> 00:12:04,560
like wood knots cuz they have those
391
00:12:03,360 --> 00:12:06,200
little circles there and it's more
392
00:12:04,560 --> 00:12:08,399
detailed let's change some of the noise
393
00:12:06,200 --> 00:12:10,720
settings so I'm going to turn this scale
394
00:12:08,399 --> 00:12:12,880
to like a 20 and I'll turn the detail to
395
00:12:10,720 --> 00:12:14,480
15 so it's very detailed and I'll leave
396
00:12:12,880 --> 00:12:16,199
the other settings how they are now
397
00:12:14,480 --> 00:12:17,519
right now it's distorting it way too
398
00:12:16,199 --> 00:12:19,600
much so it just looks like a bunch of
399
00:12:17,519 --> 00:12:21,279
little rings and so I want the voro
400
00:12:19,600 --> 00:12:23,440
texture to have less of an effect over
401
00:12:21,279 --> 00:12:24,920
the noise texture so to do this I'm
402
00:12:23,440 --> 00:12:27,160
going to go to the ad menu and I'm going
403
00:12:24,920 --> 00:12:28,959
to search for the mix color we'll put
404
00:12:27,160 --> 00:12:31,079
the mix color after the color ramp so
405
00:12:28,959 --> 00:12:33,079
just stick it right there so now this
406
00:12:31,079 --> 00:12:35,320
mapping isn't distorted at all but the
407
00:12:33,079 --> 00:12:37,399
voro is very distorted so what I'm going
408
00:12:35,320 --> 00:12:39,079
to do is hold down the shift key and
409
00:12:37,399 --> 00:12:40,720
right click and drag over this wire and
410
00:12:39,079 --> 00:12:42,920
let go and this is just going to add a
411
00:12:40,720 --> 00:12:44,680
reroute so we can now just take the
412
00:12:42,920 --> 00:12:46,639
reroute and we're going to plug this
413
00:12:44,680 --> 00:12:48,360
here into color a of the mix and then
414
00:12:46,639 --> 00:12:50,480
this color amp color that is going to go
415
00:12:48,360 --> 00:12:52,320
into color B so now what this mix is
416
00:12:50,480 --> 00:12:54,440
doing is it's mixing between the
417
00:12:52,320 --> 00:12:56,240
original mapping which isn't distorted
418
00:12:54,440 --> 00:12:58,560
and this color ramp which has these
419
00:12:56,240 --> 00:13:00,760
little dots so we're mixing between them
420
00:12:58,560 --> 00:13:02,440
so now I drag this Factor around and you
421
00:13:00,760 --> 00:13:04,760
can see it's going to blend between them
422
00:13:02,440 --> 00:13:06,920
now what I want to do is take this mix
423
00:13:04,760 --> 00:13:08,639
here and I'm going to change this to the
424
00:13:06,920 --> 00:13:11,000
linear light so change it here to the
425
00:13:08,639 --> 00:13:12,800
linear light now I can control shift and
426
00:13:11,000 --> 00:13:14,000
select the noise texture and so it's
427
00:13:12,800 --> 00:13:16,000
going to control how much it's
428
00:13:14,000 --> 00:13:17,680
distorting the noise so if I turn the
429
00:13:16,000 --> 00:13:19,000
factor all the way down you can see it
430
00:13:17,680 --> 00:13:20,959
just looks like the noise isn't
431
00:13:19,000 --> 00:13:22,399
distorted but then as I turn the factor
432
00:13:20,959 --> 00:13:24,880
up it's going to be distorted more and
433
00:13:22,399 --> 00:13:26,959
more however it's just being distorted
434
00:13:24,880 --> 00:13:29,000
where those voro dots are so it's kind
435
00:13:26,959 --> 00:13:30,959
of adding those little Rings now I want
436
00:13:29,000 --> 00:13:33,120
this this to be a very very small number
437
00:13:30,959 --> 00:13:35,519
so I'm going to turn the factor to a
438
00:13:33,120 --> 00:13:36,760
02 so now you can see it just looks
439
00:13:35,519 --> 00:13:38,839
distorted a little bit it's kind of
440
00:13:36,760 --> 00:13:40,720
noisy there around those dots so that's
441
00:13:38,839 --> 00:13:42,440
what we're going to use to create the
442
00:13:40,720 --> 00:13:44,320
knots in the wood now I want to make
443
00:13:42,440 --> 00:13:46,240
this more contrasty cuz it's pretty gray
444
00:13:44,320 --> 00:13:47,800
right now so we'll take this color amp
445
00:13:46,240 --> 00:13:49,360
we'll press Shifty to duplicate it and
446
00:13:47,800 --> 00:13:50,880
drop it here after the noise and then I
447
00:13:49,360 --> 00:13:52,920
can drag these values around just to
448
00:13:50,880 --> 00:13:54,680
make it more contrasty so we'll drag the
449
00:13:52,920 --> 00:13:56,360
black tuab to about here and the white
450
00:13:54,680 --> 00:13:58,560
tab to about there so now you can really
451
00:13:56,360 --> 00:14:00,040
see those knots a lot better now there's
452
00:13:58,560 --> 00:14:02,279
a problem with this and that is that
453
00:14:00,040 --> 00:14:04,680
there's lots of little noise here and I
454
00:14:02,279 --> 00:14:05,680
want to just be able to see the knots
455
00:14:04,680 --> 00:14:07,600
but I don't want to be able to see all
456
00:14:05,680 --> 00:14:09,079
these little bits of noise so what we're
457
00:14:07,600 --> 00:14:11,440
going to do is create a mask and
458
00:14:09,079 --> 00:14:13,440
basically mask out these other spots so
459
00:14:11,440 --> 00:14:15,120
we can just see where the knots are so
460
00:14:13,440 --> 00:14:17,079
to do this I can duplicate this color
461
00:14:15,120 --> 00:14:18,880
ramp again and let's control shift and
462
00:14:17,079 --> 00:14:20,399
select the color ramp to preview it and
463
00:14:18,880 --> 00:14:21,600
I'm going to take this first color ramp
464
00:14:20,399 --> 00:14:24,040
and we're going to put that into the
465
00:14:21,600 --> 00:14:25,880
factor and then I can drag the white and
466
00:14:24,040 --> 00:14:27,480
black values around and I'll put the
467
00:14:25,880 --> 00:14:29,800
black tab to about here and the white
468
00:14:27,480 --> 00:14:31,199
tab to about here so now you can see
469
00:14:29,800 --> 00:14:33,320
that we're basically just making this
470
00:14:31,199 --> 00:14:35,000
color amp more contrasty so it's a bit
471
00:14:33,320 --> 00:14:36,720
bigger so this color amp here we're
472
00:14:35,000 --> 00:14:37,920
going to use as the mask to tell it
473
00:14:36,720 --> 00:14:39,480
where we want to be able to see those
474
00:14:37,920 --> 00:14:41,600
knots and we're just going to see the
475
00:14:39,480 --> 00:14:43,880
knots where the darkart parts are so
476
00:14:41,600 --> 00:14:45,759
I'll go to the ad menu and to mix them
477
00:14:43,880 --> 00:14:47,880
together I'm going to search for another
478
00:14:45,759 --> 00:14:49,399
mix color and we'll drop this here and
479
00:14:47,880 --> 00:14:51,920
so we're going to plug the color ramp
480
00:14:49,399 --> 00:14:53,800
color into the factor and then this
481
00:14:51,920 --> 00:14:55,639
bottom color ramp color this one is
482
00:14:53,800 --> 00:14:57,320
actually the knots the color is going to
483
00:14:55,639 --> 00:14:59,480
go into color a and then right here on
484
00:14:57,320 --> 00:15:01,720
the mix type let's change this again to
485
00:14:59,480 --> 00:15:03,959
the linear light and let me just contrl
486
00:15:01,720 --> 00:15:06,199
shift and select it so we can preview it
487
00:15:03,959 --> 00:15:08,160
so because this color amp is going into
488
00:15:06,199 --> 00:15:09,560
the factor this is determining what
489
00:15:08,160 --> 00:15:11,639
parts will be color a and what parts
490
00:15:09,560 --> 00:15:13,639
will be color B so now here in color B
491
00:15:11,639 --> 00:15:15,440
we can just make this fully black so
492
00:15:13,639 --> 00:15:17,519
basically if I control shift and select
493
00:15:15,440 --> 00:15:19,800
the color ramp wherever these black
494
00:15:17,519 --> 00:15:21,680
parts are that's going to be the knots
495
00:15:19,800 --> 00:15:23,079
but then wherever the white parts are
496
00:15:21,680 --> 00:15:24,839
that is going to be this color here
497
00:15:23,079 --> 00:15:26,399
which is color B so now we're just
498
00:15:24,839 --> 00:15:28,279
seeing the knots but we're not seeing
499
00:15:26,399 --> 00:15:30,720
the noise so we're basically using this
500
00:15:28,279 --> 00:15:32,959
to just mask Scout wherever the noise is
501
00:15:30,720 --> 00:15:34,519
and just see the noots so now what I
502
00:15:32,959 --> 00:15:36,720
want to do is zoom out here I want to
503
00:15:34,519 --> 00:15:39,199
box select all these nodes press contrl
504
00:15:36,720 --> 00:15:41,600
J to join it together into a frame I'll
505
00:15:39,199 --> 00:15:44,160
select the frame and press f2 to add a
506
00:15:41,600 --> 00:15:46,120
label and I can call it knots and then
507
00:15:44,160 --> 00:15:47,399
just to keep my nodes nicely organized
508
00:15:46,120 --> 00:15:49,959
because this is getting a little bit
509
00:15:47,399 --> 00:15:51,160
large it's kind of a bigger material I'm
510
00:15:49,959 --> 00:15:53,120
just going to kind of compress these
511
00:15:51,160 --> 00:15:54,160
nodes you can just do whatever works
512
00:15:53,120 --> 00:15:56,120
best for you I'm just going to kind of
513
00:15:54,160 --> 00:15:57,800
compress these down let's box select
514
00:15:56,120 --> 00:15:59,199
these nodes and bring them back and what
515
00:15:57,800 --> 00:16:01,000
I can actually do is just kind of Dr
516
00:15:59,199 --> 00:16:02,639
these nodes out just to make it look a
517
00:16:01,000 --> 00:16:04,360
bit more organized so now we have kind
518
00:16:02,639 --> 00:16:05,959
of the wood texture here and the knots
519
00:16:04,360 --> 00:16:08,120
here so now that we have both of these
520
00:16:05,959 --> 00:16:09,759
textures we want to mix them together so
521
00:16:08,120 --> 00:16:11,920
again just like we did before we can go
522
00:16:09,759 --> 00:16:14,000
to the ad menu and we can search for a
523
00:16:11,920 --> 00:16:16,800
mix color to mix the different colors
524
00:16:14,000 --> 00:16:18,880
together so now this top one here this
525
00:16:16,800 --> 00:16:20,079
is going to go into the factor and then
526
00:16:18,880 --> 00:16:22,040
we're going to take this dark in here
527
00:16:20,079 --> 00:16:23,519
and we're going to put this into color a
528
00:16:22,040 --> 00:16:25,480
and then let's control shift and select
529
00:16:23,519 --> 00:16:27,040
the mix and here on the mix type I just
530
00:16:25,480 --> 00:16:28,600
want to add the light values so we're
531
00:16:27,040 --> 00:16:29,959
going to turn this to lighten now why
532
00:16:28,600 --> 00:16:31,480
I'm doing doing this is because I want
533
00:16:29,959 --> 00:16:33,480
to be able to control how visible the
534
00:16:31,480 --> 00:16:35,120
knots are so you can see right now we're
535
00:16:33,480 --> 00:16:37,079
mixing them together however it's kind
536
00:16:35,120 --> 00:16:39,319
of hard to see the knots but if I take
537
00:16:37,079 --> 00:16:40,759
color B and make it lighter or darker
538
00:16:39,319 --> 00:16:43,720
that will allow you to see the knots
539
00:16:40,759 --> 00:16:45,600
better so if color B is fully white it's
540
00:16:43,720 --> 00:16:47,120
just going to add those lighter values
541
00:16:45,600 --> 00:16:48,360
and so now you can see the knot it is a
542
00:16:47,120 --> 00:16:50,399
little bit subtle but you are able to
543
00:16:48,360 --> 00:16:52,440
see the knot if I however turn it down
544
00:16:50,399 --> 00:16:54,160
the knot is going to become invisible so
545
00:16:52,440 --> 00:16:55,920
specifically I'm going to go with a very
546
00:16:54,160 --> 00:16:57,399
light gray color and if you want to use
547
00:16:55,920 --> 00:16:59,639
the same color that I'm using here on
548
00:16:57,399 --> 00:17:03,360
color B you can go to the x value and
549
00:16:59,639 --> 00:17:05,319
you can punch in E4 E4 E4 so the knots
550
00:17:03,360 --> 00:17:07,640
are just barely visible but they are
551
00:17:05,319 --> 00:17:09,319
hard to see and so I'm also going to be
552
00:17:07,640 --> 00:17:11,280
doing this so that I can control the
553
00:17:09,319 --> 00:17:13,559
visibility of the knots in the custom
554
00:17:11,280 --> 00:17:16,160
node group now to actually control the
555
00:17:13,559 --> 00:17:19,280
visibility I can go to the ad menu and I
556
00:17:16,160 --> 00:17:20,799
can search for a hue saturation value so
557
00:17:19,280 --> 00:17:22,439
we're going to drop the Hue saturation
558
00:17:20,799 --> 00:17:25,280
value between this linear light here and
559
00:17:22,439 --> 00:17:27,079
the light in now the value here this is
560
00:17:25,280 --> 00:17:28,520
going to make it lighter or darker so
561
00:17:27,079 --> 00:17:30,559
you can see I can just now drag this
562
00:17:28,520 --> 00:17:32,760
value and you'll be able to see the
563
00:17:30,559 --> 00:17:34,000
knots better or they'll become invisible
564
00:17:32,760 --> 00:17:35,760
so we'll be using this later in the
565
00:17:34,000 --> 00:17:37,640
custom node group so let's box select
566
00:17:35,760 --> 00:17:39,360
these two nodes I'll join them together
567
00:17:37,640 --> 00:17:41,400
into a frame and I can click on the
568
00:17:39,360 --> 00:17:43,799
frame and add a label and I'll rename
569
00:17:41,400 --> 00:17:45,400
this to mix knots and wood just to keep
570
00:17:43,799 --> 00:17:46,760
my nodes nicely organized so I can kind
571
00:17:45,400 --> 00:17:48,919
of see what they're all doing so we're
572
00:17:46,760 --> 00:17:50,640
using these two nodes to mix the knots
573
00:17:48,919 --> 00:17:52,760
and the wood together all right so let's
574
00:17:50,640 --> 00:17:54,440
now create the base color so I'll go to
575
00:17:52,760 --> 00:17:56,280
the add menu and I first want to make it
576
00:17:54,440 --> 00:17:58,679
more contrasty so I'm going to add a
577
00:17:56,280 --> 00:18:00,440
color amp drop it here because right now
578
00:17:58,679 --> 00:18:01,880
this wood texture is pretty gray so to
579
00:18:00,440 --> 00:18:03,679
make it more contrasty we can take the
580
00:18:01,880 --> 00:18:05,480
light and result we can put that into
581
00:18:03,679 --> 00:18:07,240
the color ramp and then we control shift
582
00:18:05,480 --> 00:18:08,679
and select the color amp to preview it
583
00:18:07,240 --> 00:18:10,880
so again just like I talked about
584
00:18:08,679 --> 00:18:12,240
earlier if we drag these two values
585
00:18:10,880 --> 00:18:14,280
together they're going to be much more
586
00:18:12,240 --> 00:18:15,960
contrasty so I'll drag the white tab
587
00:18:14,280 --> 00:18:17,960
kind of to about here and I'll drag the
588
00:18:15,960 --> 00:18:19,679
black tab over to about here so
589
00:18:17,960 --> 00:18:21,320
something like that so now you can just
590
00:18:19,679 --> 00:18:23,720
see the wood texture it's a little bit
591
00:18:21,320 --> 00:18:25,840
darker so now I want to add the colors
592
00:18:23,720 --> 00:18:27,400
and I want the colors to be customizable
593
00:18:25,840 --> 00:18:29,120
so instead of just changing these two
594
00:18:27,400 --> 00:18:30,840
colors to make the color of the wood I'm
595
00:18:29,120 --> 00:18:33,559
going to go to the ad menu and I'm going
596
00:18:30,840 --> 00:18:35,880
to search for the mix color so we'll
597
00:18:33,559 --> 00:18:37,720
drop the mix color after the color amp
598
00:18:35,880 --> 00:18:40,200
and we can put the color here from the
599
00:18:37,720 --> 00:18:42,440
color amp into the factor so now these
600
00:18:40,200 --> 00:18:43,919
whiter and darker values will determine
601
00:18:42,440 --> 00:18:46,039
what parts are color a and what parts
602
00:18:43,919 --> 00:18:47,440
are color B so for color a here I'm
603
00:18:46,039 --> 00:18:49,520
going to make this kind of like a light
604
00:18:47,440 --> 00:18:50,840
tannish peachy color and then for color
605
00:18:49,520 --> 00:18:52,919
B here this is going to be kind of like
606
00:18:50,840 --> 00:18:54,640
an orangey color and I'll make it darker
607
00:18:52,919 --> 00:18:56,360
so it looks more like wood and if you
608
00:18:54,640 --> 00:18:58,480
want to use the exact same colors that
609
00:18:56,360 --> 00:19:00,600
I'm using then here on color a you can
610
00:18:58,480 --> 00:19:04,760
go to the hex value and you can punch in
611
00:19:00,600 --> 00:19:06,400
D3 94 69 and then here in color B you
612
00:19:04,760 --> 00:19:11,240
can go to the hex value and you can
613
00:19:06,400 --> 00:19:13,080
punch in 4 a 2 c 1 E so those are the
614
00:19:11,240 --> 00:19:14,360
colors that I'm using for the wood and
615
00:19:13,080 --> 00:19:15,760
now you can really see those knots a bit
616
00:19:14,360 --> 00:19:17,679
better and it really is starting to look
617
00:19:15,760 --> 00:19:19,480
like wood so let's box select these
618
00:19:17,679 --> 00:19:21,559
nodes and we'll join them together into
619
00:19:19,480 --> 00:19:23,080
a frame and I can add a label and I can
620
00:19:21,559 --> 00:19:24,679
just call this base color to keep the
621
00:19:23,080 --> 00:19:26,360
nodes nicely organized and so you can
622
00:19:24,679 --> 00:19:28,080
remember what they do so let's take this
623
00:19:26,360 --> 00:19:29,799
mix result here and I can put that into
624
00:19:28,080 --> 00:19:31,559
the base color and I can control shift
625
00:19:29,799 --> 00:19:33,480
and select the principled Shader to
626
00:19:31,559 --> 00:19:34,919
preview it we'll drag these over here
627
00:19:33,480 --> 00:19:36,919
all right so that is now going into the
628
00:19:34,919 --> 00:19:38,640
Shader so it actually is interacting
629
00:19:36,919 --> 00:19:40,200
with the light now now I also want to
630
00:19:38,640 --> 00:19:41,960
add a little bit of variation into the
631
00:19:40,200 --> 00:19:43,320
roughness so that some parts are a bit
632
00:19:41,960 --> 00:19:45,000
more shiny and other parts are a bit
633
00:19:43,320 --> 00:19:46,559
more rough so to do this we'll go to the
634
00:19:45,000 --> 00:19:48,480
ad menu and I'm going to search for a
635
00:19:46,559 --> 00:19:49,919
color ramp so we can change the colors
636
00:19:48,480 --> 00:19:52,440
and we'll take the light and result and
637
00:19:49,919 --> 00:19:54,120
I can put that into the factor and then
638
00:19:52,440 --> 00:19:55,720
what I can do is take this color amp
639
00:19:54,120 --> 00:19:58,159
color and I can put that into the
640
00:19:55,720 --> 00:19:59,600
roughness so now if I drag these around
641
00:19:58,159 --> 00:20:00,880
you can see that some parts are going to
642
00:19:59,600 --> 00:20:02,480
be more rough and other parts are going
643
00:20:00,880 --> 00:20:04,600
to be more shiny now I'm going to drag
644
00:20:02,480 --> 00:20:06,600
these two back here and I do kind of
645
00:20:04,600 --> 00:20:08,039
like how the roughness is however I want
646
00:20:06,600 --> 00:20:09,640
everything to be a little bit more the
647
00:20:08,039 --> 00:20:12,360
same and I want everything to be a bit
648
00:20:09,640 --> 00:20:13,799
more shiny so on the black tab here if I
649
00:20:12,360 --> 00:20:15,200
turn the black tab up you can see it's
650
00:20:13,799 --> 00:20:17,360
going to be a bit more rough so I'll
651
00:20:15,200 --> 00:20:19,159
just turn this to like a very very dark
652
00:20:17,360 --> 00:20:21,520
black color so something like that so A
653
00:20:19,159 --> 00:20:23,600
very dark gray but then this white color
654
00:20:21,520 --> 00:20:25,159
here this color I'm going to make a bit
655
00:20:23,600 --> 00:20:26,880
darker so that everything is a bit more
656
00:20:25,159 --> 00:20:28,960
shiny and if you want to use the same
657
00:20:26,880 --> 00:20:31,840
exact colors that I'm using the black
658
00:20:28,960 --> 00:20:34,679
color is going to be a hex value of 1 16
659
00:20:31,840 --> 00:20:39,159
16 16 and the light color this is going
660
00:20:34,679 --> 00:20:40,799
to be a hex value of e EC EC so later on
661
00:20:39,159 --> 00:20:42,120
the video when we create the custom node
662
00:20:40,799 --> 00:20:44,320
group I want to be able to actually
663
00:20:42,120 --> 00:20:46,159
control the roughness so if we make the
664
00:20:44,320 --> 00:20:47,880
values lighter or darker that'll change
665
00:20:46,159 --> 00:20:49,960
the roughness so we can just go to the
666
00:20:47,880 --> 00:20:51,400
ad menu and we can search for the Hue
667
00:20:49,960 --> 00:20:53,159
saturation value and we'll put this
668
00:20:51,400 --> 00:20:55,120
after the color amp and so now we have
669
00:20:53,159 --> 00:20:56,440
this value here and the value is just
670
00:20:55,120 --> 00:20:58,159
going to make the entire thing lighter
671
00:20:56,440 --> 00:20:59,600
or darker so if I turn it way down you
672
00:20:58,159 --> 00:21:01,039
can see it's super reflective and it
673
00:20:59,600 --> 00:21:02,159
looks like a polished wood so that's
674
00:21:01,039 --> 00:21:04,240
what we're going to use later in the
675
00:21:02,159 --> 00:21:05,960
custom node group so I'll box select
676
00:21:04,240 --> 00:21:08,520
these nodes and I'll join them together
677
00:21:05,960 --> 00:21:10,960
into a frame with contrl j i can select
678
00:21:08,520 --> 00:21:12,240
the frame and press f2 to add a label
679
00:21:10,960 --> 00:21:13,919
and I can just call this roughness
680
00:21:12,240 --> 00:21:15,840
because these are creating the roughness
681
00:21:13,919 --> 00:21:17,720
map all right so the wood looks very
682
00:21:15,840 --> 00:21:19,159
smooth right now but I want to make it
683
00:21:17,720 --> 00:21:20,960
look more bumpy so we're going to add
684
00:21:19,159 --> 00:21:22,600
some values into the normal to give it
685
00:21:20,960 --> 00:21:24,159
some bump so first let's go to the ad
686
00:21:22,600 --> 00:21:25,880
menu and we're going to search for a
687
00:21:24,159 --> 00:21:28,559
bump node and the bump node will allow
688
00:21:25,880 --> 00:21:30,000
us to convert color data into bump data
689
00:21:28,559 --> 00:21:32,159
so the first thing that I want to do is
690
00:21:30,000 --> 00:21:33,440
add the wood bump strength so right here
691
00:21:32,159 --> 00:21:35,120
if I control shift and select this
692
00:21:33,440 --> 00:21:37,080
darken you can see this is the wood and
693
00:21:35,120 --> 00:21:38,520
so I want to take this darken result and
694
00:21:37,080 --> 00:21:40,320
I'm going to put this into the height
695
00:21:38,520 --> 00:21:42,559
value of the bump to convert it to bump
696
00:21:40,320 --> 00:21:43,880
data and then the bump normal that can
697
00:21:42,559 --> 00:21:45,840
go into the normal right here the
698
00:21:43,880 --> 00:21:47,400
principal Shader and I can control shift
699
00:21:45,840 --> 00:21:49,279
and select it to preview it so now you
700
00:21:47,400 --> 00:21:51,240
can see it's making the wood look very
701
00:21:49,279 --> 00:21:53,120
bumpy and if I control shift and select
702
00:21:51,240 --> 00:21:55,919
the principal Shader now the wood looks
703
00:21:53,120 --> 00:21:57,799
very bumpy now that is way too strong so
704
00:21:55,919 --> 00:22:00,320
let's just turn the strength way down to
705
00:21:57,799 --> 00:22:03,240
just like a point two also we can add
706
00:22:00,320 --> 00:22:05,799
labels to nodes so if I select the node
707
00:22:03,240 --> 00:22:09,000
and then press f2 to add a label I can
708
00:22:05,799 --> 00:22:10,840
call it wood bump so wood bump now I
709
00:22:09,000 --> 00:22:12,640
also want to make the knots more bumpy
710
00:22:10,840 --> 00:22:14,240
so we'll take the wood bump I'll press
711
00:22:12,640 --> 00:22:16,360
Shifty to duplicate it and let's drop it
712
00:22:14,240 --> 00:22:18,760
down here and the normal can go into the
713
00:22:16,360 --> 00:22:21,039
normal this way we can mix multiple bum
714
00:22:18,760 --> 00:22:23,440
Maps together so now what I want to do
715
00:22:21,039 --> 00:22:25,159
is go up here to the knots I want to
716
00:22:23,440 --> 00:22:27,320
take this knots linear light here the
717
00:22:25,159 --> 00:22:29,600
result I'm going to put that down here
718
00:22:27,320 --> 00:22:31,799
into the height value and then also you
719
00:22:29,600 --> 00:22:33,159
can see that the wire is overlapping so
720
00:22:31,799 --> 00:22:34,960
if you want to change this this is
721
00:22:33,159 --> 00:22:36,799
totally optional but you can hold down
722
00:22:34,960 --> 00:22:38,919
the shift key and you can right click
723
00:22:36,799 --> 00:22:40,440
and drag over the wire and that's going
724
00:22:38,919 --> 00:22:43,200
to add a reroute and I'll drop the
725
00:22:40,440 --> 00:22:44,960
reroute down here and then shift right
726
00:22:43,200 --> 00:22:46,600
click and drag over the wire and let go
727
00:22:44,960 --> 00:22:48,080
to add another reroute and I can drag
728
00:22:46,600 --> 00:22:49,600
this up here and this just kind of makes
729
00:22:48,080 --> 00:22:51,440
it look a bit nicer cuz the wire goes
730
00:22:49,600 --> 00:22:53,480
down and then over so I just like how
731
00:22:51,440 --> 00:22:56,360
that looks let's also select the wood
732
00:22:53,480 --> 00:22:58,640
bump I'll press f2 to add a label and I
733
00:22:56,360 --> 00:23:00,640
can rename this to knots bump just to
734
00:22:58,640 --> 00:23:02,320
keep things nicely organized so if I
735
00:23:00,640 --> 00:23:04,640
turn the strength up you can see that is
736
00:23:02,320 --> 00:23:06,240
going to make the knots bumpy now there
737
00:23:04,640 --> 00:23:08,000
is a problem with this if I turn the
738
00:23:06,240 --> 00:23:10,640
strength all the way up to one you can
739
00:23:08,000 --> 00:23:12,240
see that there's all of this noise here
740
00:23:10,640 --> 00:23:13,919
now why this is happening is because
741
00:23:12,240 --> 00:23:15,559
it's really hard to see but on this
742
00:23:13,919 --> 00:23:16,919
linear light here there actually is a
743
00:23:15,559 --> 00:23:18,360
tiny little bit of noise you can't
744
00:23:16,919 --> 00:23:20,520
really see it but there's going to be
745
00:23:18,360 --> 00:23:23,360
values which are darker and they're
746
00:23:20,520 --> 00:23:25,159
lower than zero so black normally equals
747
00:23:23,360 --> 00:23:28,080
zero but you can actually have negative
748
00:23:25,159 --> 00:23:30,240
values now what this clamp result does
749
00:23:28,080 --> 00:23:31,919
is this will clamp the values or the
750
00:23:30,240 --> 00:23:34,000
colors so that white is going to be
751
00:23:31,919 --> 00:23:36,320
fully one and black is going to be fully
752
00:23:34,000 --> 00:23:38,600
zero so let me just go back here and
753
00:23:36,320 --> 00:23:40,159
control shift and select the knots bump
754
00:23:38,600 --> 00:23:42,200
if I go up here to this linear light and
755
00:23:40,159 --> 00:23:44,120
this is in the knots if I clamp the
756
00:23:42,200 --> 00:23:46,360
result now it's going to take all of the
757
00:23:44,120 --> 00:23:48,600
black values and it will turn it to zero
758
00:23:46,360 --> 00:23:50,559
so instead of having negative values so
759
00:23:48,600 --> 00:23:51,960
values lower than zero to actually see
760
00:23:50,559 --> 00:23:54,240
that bump you're just going to turn it
761
00:23:51,960 --> 00:23:56,200
to zero and so now that'll be fully
762
00:23:54,240 --> 00:23:57,720
black there so that way by clamping the
763
00:23:56,200 --> 00:23:59,679
result you can just see where the knots
764
00:23:57,720 --> 00:24:01,640
are so let's control shift and select
765
00:23:59,679 --> 00:24:02,880
the principal Shader now you can just
766
00:24:01,640 --> 00:24:04,640
see the knots they're right there and
767
00:24:02,880 --> 00:24:06,840
they're super bumpy so let's make it
768
00:24:04,640 --> 00:24:08,600
much less strong so here on the strength
769
00:24:06,840 --> 00:24:10,080
on the knots bump I'm going to turn this
770
00:24:08,600 --> 00:24:12,440
down to like a
771
00:24:10,080 --> 00:24:14,039
0.15 and then also I think that
772
00:24:12,440 --> 00:24:15,880
inverting it works better so I'll hit
773
00:24:14,039 --> 00:24:17,200
invert so instead of the knots looking
774
00:24:15,880 --> 00:24:18,679
like they're going out now they just
775
00:24:17,200 --> 00:24:20,679
look like they're going in by inverting
776
00:24:18,679 --> 00:24:22,200
it all right now the last thing that I
777
00:24:20,679 --> 00:24:24,520
want to do is just add a tiny little bit
778
00:24:22,200 --> 00:24:26,399
of noise over the entire material so
779
00:24:24,520 --> 00:24:28,399
I'll duplicate the knots bump let's plug
780
00:24:26,399 --> 00:24:30,360
the normal into the normal here and I
781
00:24:28,399 --> 00:24:31,640
can also turn off the invert and then
782
00:24:30,360 --> 00:24:34,120
what I want to do is just add another
783
00:24:31,640 --> 00:24:36,200
noise texture so I'll go to the add menu
784
00:24:34,120 --> 00:24:38,480
I can search for a noise texture and we
785
00:24:36,200 --> 00:24:40,640
can put the noise texture factor into
786
00:24:38,480 --> 00:24:42,399
the height value and then I also want to
787
00:24:40,640 --> 00:24:44,039
make it use the object coordinates so
788
00:24:42,399 --> 00:24:45,480
we're going to take this mapping here
789
00:24:44,039 --> 00:24:46,679
we're going to take the vector we're
790
00:24:45,480 --> 00:24:48,159
going to drag this all the way over here
791
00:24:46,679 --> 00:24:49,840
and stick it into the vector of the
792
00:24:48,159 --> 00:24:52,000
noise texture and then also if you want
793
00:24:49,840 --> 00:24:53,440
to add some reroutes here you can hold
794
00:24:52,000 --> 00:24:55,039
down the shift key and right click and
795
00:24:53,440 --> 00:24:56,559
drag hold down the shift key and right
796
00:24:55,039 --> 00:24:58,679
click and drag and you can just drag the
797
00:24:56,559 --> 00:25:00,399
reroutes around to keep the wire is more
798
00:24:58,679 --> 00:25:02,640
organized so I'm going to bring this
799
00:25:00,399 --> 00:25:04,159
reroute over here and then this reroute
800
00:25:02,640 --> 00:25:05,760
down here all right so let's control
801
00:25:04,159 --> 00:25:07,320
shift and select the noise texture to
802
00:25:05,760 --> 00:25:09,279
preview it and I want to change some of
803
00:25:07,320 --> 00:25:11,600
the settings so I'll turn the scale to
804
00:25:09,279 --> 00:25:13,720
like a 45 so you can see it better so
805
00:25:11,600 --> 00:25:16,039
just change that to a 45 let's also turn
806
00:25:13,720 --> 00:25:17,399
the detail to 15 so it's very detailed
807
00:25:16,039 --> 00:25:20,200
and this roughness here I'll turn this
808
00:25:17,399 --> 00:25:22,919
to like a 6 so it's more detailed so now
809
00:25:20,200 --> 00:25:25,799
if I control shift and select this knots
810
00:25:22,919 --> 00:25:27,120
bump let's press f2 to rename it and
811
00:25:25,799 --> 00:25:28,960
instead of knot bump we're going to
812
00:25:27,120 --> 00:25:30,360
rename it to noise bump bum so now you
813
00:25:28,960 --> 00:25:32,120
can see it's just adding a little bit of
814
00:25:30,360 --> 00:25:33,399
noise over the entire material and the
815
00:25:32,120 --> 00:25:36,039
strength here let's turn it to like a
816
00:25:33,399 --> 00:25:38,480
0.1 so it's more subtle so let's box
817
00:25:36,039 --> 00:25:40,360
select all of these nodes here and I'll
818
00:25:38,480 --> 00:25:41,919
press contrl J to join them together
819
00:25:40,360 --> 00:25:43,399
into a frame and if you want to like
820
00:25:41,919 --> 00:25:44,840
compress them down a little bit you can
821
00:25:43,399 --> 00:25:46,440
so I might just compress them down a
822
00:25:44,840 --> 00:25:49,000
little bit and then we can select the
823
00:25:46,440 --> 00:25:51,480
frame we can press f2 to add a label and
824
00:25:49,000 --> 00:25:53,240
I can just call this bump let's control
825
00:25:51,480 --> 00:25:54,720
shift and select the principal Shader
826
00:25:53,240 --> 00:25:56,760
and now we have a nice wood material
827
00:25:54,720 --> 00:25:57,919
with lots of bump all right so that is
828
00:25:56,760 --> 00:25:59,720
going to be it for the procedural
829
00:25:57,919 --> 00:26:01,440
material but to make this more
830
00:25:59,720 --> 00:26:02,919
customizable and easier to use we're
831
00:26:01,440 --> 00:26:04,679
going to be joining it together into a
832
00:26:02,919 --> 00:26:06,520
custom node group so I'm going to click
833
00:26:04,679 --> 00:26:09,799
and drag to box select all the nodes
834
00:26:06,520 --> 00:26:11,399
I'll press contrl gtrl G will join it
835
00:26:09,799 --> 00:26:12,840
together into a node group however when
836
00:26:11,399 --> 00:26:14,320
you're joining it in together into a
837
00:26:12,840 --> 00:26:16,399
node group make sure you don't have the
838
00:26:14,320 --> 00:26:18,559
material output selected so box select
839
00:26:16,399 --> 00:26:20,960
all the nodes except the material output
840
00:26:18,559 --> 00:26:22,799
and press contrl G now to go in and out
841
00:26:20,960 --> 00:26:24,880
of the node group you can hit the tab
842
00:26:22,799 --> 00:26:26,399
key so with the node group selected just
843
00:26:24,880 --> 00:26:28,399
hit tab to go in and out of the node
844
00:26:26,399 --> 00:26:30,320
group so let's drag the node group way
845
00:26:28,399 --> 00:26:32,640
over here and I can drag it out to make
846
00:26:30,320 --> 00:26:34,240
it much bigger and then also I'll copy
847
00:26:32,640 --> 00:26:36,279
the name and I'll paste the name here in
848
00:26:34,240 --> 00:26:38,080
the node group so it is called wood
849
00:26:36,279 --> 00:26:40,039
plank so now we can add up all the
850
00:26:38,080 --> 00:26:41,440
custom values to the node group so I'll
851
00:26:40,039 --> 00:26:43,399
hit the Tab Key to go into the node
852
00:26:41,440 --> 00:26:45,799
group I'll press the N key to open up
853
00:26:43,399 --> 00:26:47,120
the side panel and you can see if you
854
00:26:45,799 --> 00:26:49,000
click on the group tab there's going to
855
00:26:47,120 --> 00:26:50,960
be an interface and right here on the
856
00:26:49,000 --> 00:26:53,320
bsdf I'm just going to rename this to
857
00:26:50,960 --> 00:26:54,679
Shader because I like that better all
858
00:26:53,320 --> 00:26:56,559
right so let's make this a lot bigger so
859
00:26:54,679 --> 00:26:58,399
we have more space and we can now add up
860
00:26:56,559 --> 00:27:00,240
all the custom values so if you you go
861
00:26:58,399 --> 00:27:02,320
over here to this side we now have this
862
00:27:00,240 --> 00:27:04,399
group input and we can plug values up to
863
00:27:02,320 --> 00:27:06,799
the group input to control those values
864
00:27:04,399 --> 00:27:08,880
outside of the node group so let's first
865
00:27:06,799 --> 00:27:10,640
control the scale of the material so
866
00:27:08,880 --> 00:27:13,120
this mapping node is plugged up to all
867
00:27:10,640 --> 00:27:14,720
the other textures so this mapping scale
868
00:27:13,120 --> 00:27:16,760
will control the size of the entire
869
00:27:14,720 --> 00:27:18,880
material so we'll put the scale into the
870
00:27:16,760 --> 00:27:20,679
extra socket there and then if I click
871
00:27:18,880 --> 00:27:22,320
here on the scale you can see it's going
872
00:27:20,679 --> 00:27:24,360
to be three different values because
873
00:27:22,320 --> 00:27:26,200
it's a vector but I want to make it one
874
00:27:24,360 --> 00:27:28,200
single value so let's click on the
875
00:27:26,200 --> 00:27:30,919
vector type here and I can change it to
876
00:27:28,200 --> 00:27:33,320
float now the texture goes away and that
877
00:27:30,919 --> 00:27:35,919
is because we need to turn the default
878
00:27:33,320 --> 00:27:37,320
value to one and then if I hit tab to go
879
00:27:35,919 --> 00:27:39,279
out of the node group we need to turn
880
00:27:37,320 --> 00:27:41,279
the scale back to one so now we can go
881
00:27:39,279 --> 00:27:43,640
back into the node group and we can add
882
00:27:41,279 --> 00:27:45,279
the colors so we'll take the group input
883
00:27:43,640 --> 00:27:46,919
and we're going to drag the group input
884
00:27:45,279 --> 00:27:48,640
way over here just so we can bring it
885
00:27:46,919 --> 00:27:51,159
over here to the base color and let's
886
00:27:48,640 --> 00:27:53,080
plug color a into the extra socket and
887
00:27:51,159 --> 00:27:55,200
then color B plug that to the extra
888
00:27:53,080 --> 00:27:57,039
socket and then I can just rename these
889
00:27:55,200 --> 00:27:58,440
so you can rename it to Wood color or
890
00:27:57,039 --> 00:28:01,360
whatever you want I'm going to call
891
00:27:58,440 --> 00:28:03,480
these color one and then color two now I
892
00:28:01,360 --> 00:28:05,120
also want to control the noise scale so
893
00:28:03,480 --> 00:28:07,640
let's take the group input and we're
894
00:28:05,120 --> 00:28:09,919
going to drag it way back here behind
895
00:28:07,640 --> 00:28:12,039
this wood texture and we have two noise
896
00:28:09,919 --> 00:28:13,159
textures so I want to plug the scale of
897
00:28:12,039 --> 00:28:14,640
both of them we're going to plug them
898
00:28:13,159 --> 00:28:16,440
here into the group input so it'll take
899
00:28:14,640 --> 00:28:18,279
the first scale plug that into the extra
900
00:28:16,440 --> 00:28:20,000
socket and the second scale plug that
901
00:28:18,279 --> 00:28:21,840
into the extra socket and then I can
902
00:28:20,000 --> 00:28:25,039
double click on them to rename them so
903
00:28:21,840 --> 00:28:27,039
I'll rename this to noise scale one and
904
00:28:25,039 --> 00:28:29,480
then also the second one here let's call
905
00:28:27,039 --> 00:28:32,000
this noise scale SC 2 and then I want to
906
00:28:29,480 --> 00:28:34,399
control the variation of the texture so
907
00:28:32,000 --> 00:28:36,120
this voro texture here and this one here
908
00:28:34,399 --> 00:28:37,840
these also have scale values and you can
909
00:28:36,120 --> 00:28:39,360
see by changing the scale values it's
910
00:28:37,840 --> 00:28:41,320
really going to make the wood look
911
00:28:39,360 --> 00:28:43,200
different so we'll put this scale into
912
00:28:41,320 --> 00:28:45,159
the extra socket and then this scale
913
00:28:43,200 --> 00:28:46,760
here put that into the extra socket and
914
00:28:45,159 --> 00:28:48,919
then if I double click on this to rename
915
00:28:46,760 --> 00:28:51,279
it I'll rename this to texture variation
916
00:28:48,919 --> 00:28:53,440
one and then this bottom one here this
917
00:28:51,279 --> 00:28:55,679
one we're going to rename to texture
918
00:28:53,440 --> 00:28:57,399
variation 2 so if I go outside of the
919
00:28:55,679 --> 00:28:59,000
node group you can see there they are so
920
00:28:57,399 --> 00:29:01,360
I can drag these around to change the
921
00:28:59,000 --> 00:29:03,480
texture variation let's go back into the
922
00:29:01,360 --> 00:29:05,360
node group now these noise textures both
923
00:29:03,480 --> 00:29:07,039
have detail values and I want to be able
924
00:29:05,360 --> 00:29:09,200
to control the detail so let's put the
925
00:29:07,039 --> 00:29:11,120
first detail here into the extra socket
926
00:29:09,200 --> 00:29:12,399
and then the second noise texture detail
927
00:29:11,120 --> 00:29:14,279
we're going to put that into the same
928
00:29:12,399 --> 00:29:16,880
socket and by putting them into the same
929
00:29:14,279 --> 00:29:19,159
socket both detail values are going to
930
00:29:16,880 --> 00:29:20,679
be controlled by this single value and I
931
00:29:19,159 --> 00:29:22,960
can just rename it and I'll rename it to
932
00:29:20,679 --> 00:29:25,240
noise detail and then I want to control
933
00:29:22,960 --> 00:29:27,159
the voro detail so you can see these
934
00:29:25,240 --> 00:29:29,159
both have detail values these voro
935
00:29:27,159 --> 00:29:31,320
textures so put the detail into the
936
00:29:29,159 --> 00:29:33,360
extra socket and then this detail here
937
00:29:31,320 --> 00:29:35,360
put it into another extra socket as well
938
00:29:33,360 --> 00:29:37,360
and I'll rename the first one to voro
939
00:29:35,360 --> 00:29:39,799
detail 1 and then the second one here
940
00:29:37,360 --> 00:29:41,320
we'll rename this to voro detail 2 then
941
00:29:39,799 --> 00:29:43,440
I also want to be able to control the
942
00:29:41,320 --> 00:29:45,880
scale of the knots so I'll drag the
943
00:29:43,440 --> 00:29:48,000
group input right up here and this voro
944
00:29:45,880 --> 00:29:49,919
texture has this scale value so this
945
00:29:48,000 --> 00:29:51,880
will change the size of the knots so
946
00:29:49,919 --> 00:29:53,519
I'll put the scale into the extra socket
947
00:29:51,880 --> 00:29:55,360
there and then I can double click on
948
00:29:53,519 --> 00:29:56,840
this and just rename it to like knots
949
00:29:55,360 --> 00:29:58,960
scale now I also want to be able to
950
00:29:56,840 --> 00:30:00,919
control how dark dark the knots are if
951
00:29:58,960 --> 00:30:02,320
you want to see them better so let's
952
00:30:00,919 --> 00:30:04,440
just click on the group input and I'll
953
00:30:02,320 --> 00:30:07,080
drag it way over here and you can see
954
00:30:04,440 --> 00:30:08,880
the mix knots and wood this has a value
955
00:30:07,080 --> 00:30:10,799
and we can drag this up and down to make
956
00:30:08,880 --> 00:30:12,320
it more visible cuz this is controlling
957
00:30:10,799 --> 00:30:14,000
the brightness so we'll put the value
958
00:30:12,320 --> 00:30:16,640
into the extra socket there and we'll
959
00:30:14,000 --> 00:30:18,360
rename this to notot Darkness and then I
960
00:30:16,640 --> 00:30:20,360
want to be able to control the roughness
961
00:30:18,360 --> 00:30:21,880
of the Shader so we have this roughness
962
00:30:20,360 --> 00:30:24,360
value here and kind of just like this
963
00:30:21,880 --> 00:30:25,880
one it has a value to make it lighter or
964
00:30:24,360 --> 00:30:27,600
darker so this will control the
965
00:30:25,880 --> 00:30:29,399
roughness so we put the value into the
966
00:30:27,600 --> 00:30:31,640
extra pocket here I can double click on
967
00:30:29,399 --> 00:30:33,000
this and rename it to roughness and then
968
00:30:31,640 --> 00:30:35,120
the last thing that I want to control is
969
00:30:33,000 --> 00:30:37,000
all the bump strengths so we'll drag the
970
00:30:35,120 --> 00:30:39,200
group input right down here and we can
971
00:30:37,000 --> 00:30:40,720
now add the bump strengths so you can
972
00:30:39,200 --> 00:30:42,799
just add them in whichever order you
973
00:30:40,720 --> 00:30:44,559
want I guess I'll start down here so
974
00:30:42,799 --> 00:30:46,279
I'll first take the noise bump strength
975
00:30:44,559 --> 00:30:47,799
we'll put that into the extra socket and
976
00:30:46,279 --> 00:30:49,679
then the knots bump strength put that
977
00:30:47,799 --> 00:30:51,799
into the extra socket and the wood bump
978
00:30:49,679 --> 00:30:53,320
strength put that into the extra socket
979
00:30:51,799 --> 00:30:55,039
and then let's rename all these so that
980
00:30:53,320 --> 00:30:57,679
you actually know what they do so this
981
00:30:55,039 --> 00:31:01,080
one is the noise bump strength this one
982
00:30:57,679 --> 00:31:03,279
here here is the knots bump strength and
983
00:31:01,080 --> 00:31:06,120
then the last one here this one is the
984
00:31:03,279 --> 00:31:07,679
wood bump strength all right so let's
985
00:31:06,120 --> 00:31:09,360
click on the group input and I'm going
986
00:31:07,679 --> 00:31:11,720
to drag it way back over here to the
987
00:31:09,360 --> 00:31:13,480
very starting and then I can just hit
988
00:31:11,720 --> 00:31:15,399
the Tab Key to go outside of the node
989
00:31:13,480 --> 00:31:17,279
group and I'll hit the end key to close
990
00:31:15,399 --> 00:31:19,440
the side panel let's just make this
991
00:31:17,279 --> 00:31:21,279
bigger bring it over here and I will
992
00:31:19,440 --> 00:31:22,720
zoom in here and we can just review the
993
00:31:21,279 --> 00:31:24,919
final material to make sure everything
994
00:31:22,720 --> 00:31:26,880
works nicely so we have the overall
995
00:31:24,919 --> 00:31:28,600
scale and then we have the two different
996
00:31:26,880 --> 00:31:30,559
colors so we have wood color one and
997
00:31:28,600 --> 00:31:32,880
wood color two then we have the noise
998
00:31:30,559 --> 00:31:34,519
scale and the noise scale two we have
999
00:31:32,880 --> 00:31:36,279
the different texture variations this is
1000
00:31:34,519 --> 00:31:37,639
probably the most interesting one to use
1001
00:31:36,279 --> 00:31:39,840
because it really changes the look of
1002
00:31:37,639 --> 00:31:42,000
the wood then we have the noise detail
1003
00:31:39,840 --> 00:31:43,600
we also have the vorno detail 1 and two
1004
00:31:42,000 --> 00:31:45,840
and this can also really change the look
1005
00:31:43,600 --> 00:31:47,639
of the wood then we also have the knot
1006
00:31:45,840 --> 00:31:48,799
scale then we also have the knots
1007
00:31:47,639 --> 00:31:50,720
Darkness if you want to be able to see
1008
00:31:48,799 --> 00:31:51,880
the knots better or just get rid of them
1009
00:31:50,720 --> 00:31:53,039
we also have the roughness of the
1010
00:31:51,880 --> 00:31:54,880
material if you want to make the wood
1011
00:31:53,039 --> 00:31:56,519
look really shiny or really rough and
1012
00:31:54,880 --> 00:31:58,159
then we have the noise bump strength we
1013
00:31:56,519 --> 00:32:00,360
also have the knots bump strength and
1014
00:31:58,159 --> 00:32:02,120
then finally the wood bump strength all
1015
00:32:00,360 --> 00:32:04,720
right so that is going to wrap it up for
1016
00:32:02,120 --> 00:32:06,440
this procedural wood plank material so I
1017
00:32:04,720 --> 00:32:08,440
hope you enjoyed the tutorial and thank
1018
00:32:06,440 --> 00:32:10,000
you for watching and if you'd like to
1019
00:32:08,440 --> 00:32:11,480
purchase this finished procedural
1020
00:32:10,000 --> 00:32:13,240
material you can get that on my gum Road
1021
00:32:11,480 --> 00:32:15,240
store and my patreon page the links are
1022
00:32:13,240 --> 00:32:16,880
in the description and purchasing is a
1023
00:32:15,240 --> 00:32:18,320
great way to help support this Channel
1024
00:32:16,880 --> 00:32:19,880
and if you'd like to purchase all of my
1025
00:32:18,320 --> 00:32:21,760
procedural materials then definitely
1026
00:32:19,880 --> 00:32:23,760
check out my ultimate blender procedural
1027
00:32:21,760 --> 00:32:25,639
material pack which comes with all of my
1028
00:32:23,760 --> 00:32:27,440
procedural materials preset up for
1029
00:32:25,639 --> 00:32:29,559
blender's asset browser with custom
1030
00:32:27,440 --> 00:32:31,440
thumbnails sorted catalogs and
1031
00:32:29,559 --> 00:32:33,440
customizable node groups and because
1032
00:32:31,440 --> 00:32:35,600
I've just created another 10 procedural
1033
00:32:33,440 --> 00:32:37,320
materials I've just recently updated my
1034
00:32:35,600 --> 00:32:39,519
ultimate material pack with all of these
1035
00:32:37,320 --> 00:32:41,279
new materials so if you're an existing
1036
00:32:39,519 --> 00:32:43,399
customer just redownload the product
1037
00:32:41,279 --> 00:32:45,039
files and set it up in the asset browser
1038
00:32:43,399 --> 00:32:47,440
to get all the new updates with these
1039
00:32:45,039 --> 00:32:49,279
new materials or you can just purchase
1040
00:32:47,440 --> 00:32:51,000
these materials here these are my 10
1041
00:32:49,279 --> 00:32:52,919
newest materials by purchasing my
1042
00:32:51,000 --> 00:32:55,200
blender procedural material pack number
1043
00:32:52,919 --> 00:32:57,880
18 and you can also purchase all of my
1044
00:32:55,200 --> 00:32:59,559
materials individually on my gum store
1045
00:32:57,880 --> 00:33:01,279
and to learn how to create any of my
1046
00:32:59,559 --> 00:33:03,559
procedural materials you can check out
1047
00:33:01,279 --> 00:33:05,679
my blender procedural material tutorial
1048
00:33:03,559 --> 00:33:07,200
playlist here on YouTube again links are
1049
00:33:05,679 --> 00:33:09,159
all in the description so I hope you
1050
00:33:07,200 --> 00:33:11,320
found the video helpful and thank you
1051
00:33:09,159 --> 00:33:14,320
for
1052
00:33:11,320 --> 00:33:14,320
watching81490
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