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These are the user uploaded subtitles that are being translated: 1 00:00:00,080 --> 00:00:04,440 in this blender tutorial I'll show you 2 00:00:01,839 --> 00:00:06,759 how to create this procedural wood plank 3 00:00:04,440 --> 00:00:08,599 material and after we create the 4 00:00:06,759 --> 00:00:10,040 procedural material I'll show you how to 5 00:00:08,599 --> 00:00:11,480 join the material together into this 6 00:00:10,040 --> 00:00:13,360 custom node group so that you can 7 00:00:11,480 --> 00:00:15,599 control the look of the material so we 8 00:00:13,360 --> 00:00:17,160 have the scale to change the size of the 9 00:00:15,599 --> 00:00:19,080 material so you can change this 10 00:00:17,160 --> 00:00:20,439 depending on the size of your object 11 00:00:19,080 --> 00:00:22,400 then we have two different colors for 12 00:00:20,439 --> 00:00:24,359 the woods so we have a lighter color and 13 00:00:22,400 --> 00:00:25,680 then we also have a darker color so if 14 00:00:24,359 --> 00:00:27,679 you want like a lighter wood you could 15 00:00:25,680 --> 00:00:29,320 turn the darker color up you can see the 16 00:00:27,679 --> 00:00:31,640 wood looks quite a bit different then we 17 00:00:29,320 --> 00:00:33,480 have the noise scale one and then we 18 00:00:31,640 --> 00:00:35,280 also have noise scale 2 so that can 19 00:00:33,480 --> 00:00:36,920 really change the look of the wood then 20 00:00:35,280 --> 00:00:39,320 we have these really cool values here 21 00:00:36,920 --> 00:00:41,039 these texture variations so by changing 22 00:00:39,320 --> 00:00:43,079 these values you can get lots of 23 00:00:41,039 --> 00:00:44,440 different wood variations you can see 24 00:00:43,079 --> 00:00:46,199 that now looks like a completely 25 00:00:44,440 --> 00:00:48,440 different wood just by changing those 26 00:00:46,199 --> 00:00:50,120 two texture variations then we also have 27 00:00:48,440 --> 00:00:52,280 this noise detail here this will just 28 00:00:50,120 --> 00:00:53,640 make the noise more or less detailed so 29 00:00:52,280 --> 00:00:56,039 you can turn it down a little bit if you 30 00:00:53,640 --> 00:00:58,160 want and then we have the voro detail 31 00:00:56,039 --> 00:00:59,519 and then also the voro detail too so 32 00:00:58,160 --> 00:01:00,960 those can definitely change the look of 33 00:00:59,519 --> 00:01:02,960 the wood then we also have the knot 34 00:01:00,960 --> 00:01:04,720 scale so this wood actually has some 35 00:01:02,960 --> 00:01:06,600 little knots so you can make the knots 36 00:01:04,720 --> 00:01:08,960 of wood bigger or smaller and then we 37 00:01:06,600 --> 00:01:10,759 have the knots Darkness value so if you 38 00:01:08,960 --> 00:01:12,759 want those knots to be less visible or 39 00:01:10,759 --> 00:01:14,880 more visible you can just drag the knots 40 00:01:12,759 --> 00:01:16,439 Darkness then we have the roughness of 41 00:01:14,880 --> 00:01:18,280 the material so if you want the wood to 42 00:01:16,439 --> 00:01:19,799 look more like it's painted or polished 43 00:01:18,280 --> 00:01:21,119 or has some kind of finish on it you 44 00:01:19,799 --> 00:01:22,479 could just change that roughness to make 45 00:01:21,119 --> 00:01:23,759 it more shiny then we have a few 46 00:01:22,479 --> 00:01:25,720 different bump strengths so we just have 47 00:01:23,759 --> 00:01:27,600 a noise bump strength which is just some 48 00:01:25,720 --> 00:01:29,960 noise all over the wood we also have the 49 00:01:27,600 --> 00:01:31,680 knots bump strength to make those look 50 00:01:29,960 --> 00:01:33,640 more bumpy and then we have the wood 51 00:01:31,680 --> 00:01:35,320 bump strength which is just that base 52 00:01:33,640 --> 00:01:36,920 wood texture and if you'd like to 53 00:01:35,320 --> 00:01:38,399 purchase this procedural material and 54 00:01:36,920 --> 00:01:40,399 help support the channel then you can 55 00:01:38,399 --> 00:01:42,479 get that on my gum store and my patreon 56 00:01:40,399 --> 00:01:44,360 page the links are in the description 57 00:01:42,479 --> 00:01:46,240 now I've also created another 10 58 00:01:44,360 --> 00:01:48,320 procedural materials and so I've just 59 00:01:46,240 --> 00:01:50,560 updated my ultimate blender procedural 60 00:01:48,320 --> 00:01:52,280 material pack so my ultimate blender 61 00:01:50,560 --> 00:01:53,960 procedural material pack comes with all 62 00:01:52,280 --> 00:01:55,439 of my procedural materials and they're 63 00:01:53,960 --> 00:01:57,920 all preset up for blender's asset 64 00:01:55,439 --> 00:02:00,520 browser with custom thumbnails sorted 65 00:01:57,920 --> 00:02:02,200 cataloges and customizable node group 66 00:02:00,520 --> 00:02:04,240 and every time I create another 10 67 00:02:02,200 --> 00:02:06,439 procedural materials I update my 68 00:02:04,240 --> 00:02:08,160 ultimate material pack so if you're one 69 00:02:06,439 --> 00:02:10,119 of my existing customers that you can 70 00:02:08,160 --> 00:02:12,040 just redownload the product files and 71 00:02:10,119 --> 00:02:13,800 reinstall the ultimate material pack in 72 00:02:12,040 --> 00:02:16,120 the asset browser to get all the new 73 00:02:13,800 --> 00:02:18,800 updates with these new 10 procedural 74 00:02:16,120 --> 00:02:20,560 materials and I also sell packs of 10 75 00:02:18,800 --> 00:02:22,519 procedural materials so I've also just 76 00:02:20,560 --> 00:02:25,040 released blender procedural material 77 00:02:22,519 --> 00:02:26,800 pack number 18 I'll have all those links 78 00:02:25,040 --> 00:02:28,560 in the description all right so I'll now 79 00:02:26,800 --> 00:02:30,120 show you the 3D setup if you want to set 80 00:02:28,560 --> 00:02:31,720 up the blend file the same way that I 81 00:02:30,120 --> 00:02:33,720 have so I want to preview this material 82 00:02:31,720 --> 00:02:35,840 on a sphere so I'll go to the add menu 83 00:02:33,720 --> 00:02:37,400 and I'm going to add an icosphere and 84 00:02:35,840 --> 00:02:39,000 then right behind me when you open up 85 00:02:37,400 --> 00:02:40,400 the add icosphere settings right after 86 00:02:39,000 --> 00:02:42,360 you add the icosphere I'll turn the 87 00:02:40,400 --> 00:02:44,360 subdivisions to six so it is nice and 88 00:02:42,360 --> 00:02:46,720 smooth and round and then I'll scale 89 00:02:44,360 --> 00:02:48,720 this object way down to like a01 so it's 90 00:02:46,720 --> 00:02:50,720 a better size using the real life scale 91 00:02:48,720 --> 00:02:52,519 and blender I'll press crl a and I'm 92 00:02:50,720 --> 00:02:54,560 going to apply the scale so this is the 93 00:02:52,519 --> 00:02:56,319 default size of the object and then I'll 94 00:02:54,560 --> 00:02:57,920 use the object context menu and shade 95 00:02:56,319 --> 00:02:59,440 that smooth let's also go to the add 96 00:02:57,920 --> 00:03:00,920 menu and I'm going to add a cube because 97 00:02:59,440 --> 00:03:03,000 I want to actually preview this on a 98 00:03:00,920 --> 00:03:06,040 plank of wood I'll also scale this down 99 00:03:03,000 --> 00:03:07,799 to a 0.1 and then press CR a and apply 100 00:03:06,040 --> 00:03:09,120 the scale and then I'll go into edit 101 00:03:07,799 --> 00:03:11,920 mode and I'm just going to scale this 102 00:03:09,120 --> 00:03:13,120 down to the size of a plank of wood I 103 00:03:11,920 --> 00:03:15,280 can also bring it over and kind of 104 00:03:13,120 --> 00:03:16,920 rotate it kind of rotate it up like that 105 00:03:15,280 --> 00:03:18,599 and then I want to add a little bevel to 106 00:03:16,920 --> 00:03:20,599 the edge of the wood so I'll go to the 107 00:03:18,599 --> 00:03:22,080 add menu I'm going to search for the 108 00:03:20,599 --> 00:03:23,400 bevel modifier and we're just going to 109 00:03:22,080 --> 00:03:25,640 add a bevel modifier here on the 110 00:03:23,400 --> 00:03:27,560 modifiers and we will turn the amount 111 00:03:25,640 --> 00:03:29,040 way down so it's much smaller and let's 112 00:03:27,560 --> 00:03:30,879 turn the segments up to maybe like a 113 00:03:29,040 --> 00:03:32,640 four so we're just going to have a tiny 114 00:03:30,879 --> 00:03:34,120 little bevel on the edge of the wood and 115 00:03:32,640 --> 00:03:35,879 then we'll use the object context menu 116 00:03:34,120 --> 00:03:38,159 and shade it smooth now it may be a 117 00:03:35,879 --> 00:03:40,040 little bit hard to see but on the edges 118 00:03:38,159 --> 00:03:42,080 the edges of the wood don't look super 119 00:03:40,040 --> 00:03:43,959 sharp and so what I'm going to do is 120 00:03:42,080 --> 00:03:46,200 click on ADD modifier and I'm going to 121 00:03:43,959 --> 00:03:48,799 search for the weight to normal so I'll 122 00:03:46,200 --> 00:03:50,439 add the weighted normal modifier now you 123 00:03:48,799 --> 00:03:51,879 can see right down here it's going to 124 00:03:50,439 --> 00:03:54,200 say that you need to enable the auto 125 00:03:51,879 --> 00:03:56,439 smooth so use the object context menu 126 00:03:54,200 --> 00:03:58,319 and we're going to choose the shade Auto 127 00:03:56,439 --> 00:04:00,159 smooth so you can see before when it's 128 00:03:58,319 --> 00:04:01,879 set to shade smooth you can kind of see 129 00:04:00,159 --> 00:04:03,599 it on the edges it kind of looks a 130 00:04:01,879 --> 00:04:05,319 little bit smooth which is a little bit 131 00:04:03,599 --> 00:04:06,480 weird kind of on those flat areas you 132 00:04:05,319 --> 00:04:08,280 might be able to see it better in the 133 00:04:06,480 --> 00:04:09,760 reflections of the mat cap but now if I 134 00:04:08,280 --> 00:04:11,720 shade Auto smooth it looks quite a bit 135 00:04:09,760 --> 00:04:13,439 more crisp and sharp then I also added 136 00:04:11,720 --> 00:04:15,480 some different area lights right here so 137 00:04:13,439 --> 00:04:17,280 I added these two area lights so this 138 00:04:15,480 --> 00:04:19,000 first one here I kind of scaled it up 139 00:04:17,280 --> 00:04:20,639 and pointed it here on the back and I 140 00:04:19,000 --> 00:04:22,360 set the power to 10 and I made it a 141 00:04:20,639 --> 00:04:24,040 slight yellow color and then this one 142 00:04:22,360 --> 00:04:26,280 right over here this is a more yellow 143 00:04:24,040 --> 00:04:27,639 color and also I set the power to 10 and 144 00:04:26,280 --> 00:04:29,720 I kind of put this one behind the 145 00:04:27,639 --> 00:04:31,759 objects to give some nice lighting and 146 00:04:29,720 --> 00:04:33,880 and then I did also add in hdri to get 147 00:04:31,759 --> 00:04:34,960 some realistic lighting Reflections so 148 00:04:33,880 --> 00:04:37,360 if you go over here to the World 149 00:04:34,960 --> 00:04:41,440 Properties I added in this machine shop 150 00:04:37,360 --> 00:04:43,360 02 1K hdri so this is a free hdri from 151 00:04:41,440 --> 00:04:44,600 poly haven.com the link will be in the 152 00:04:43,360 --> 00:04:46,919 description if you'd like to download 153 00:04:44,600 --> 00:04:48,800 the same hdri that I'm using so once you 154 00:04:46,919 --> 00:04:50,520 download the HD you can click on the 155 00:04:48,800 --> 00:04:52,160 yellow dot here next to color you can 156 00:04:50,520 --> 00:04:53,680 choose environment texture and then 157 00:04:52,160 --> 00:04:56,280 click on the open button and open up the 158 00:04:53,680 --> 00:04:58,400 hdri and again I downloaded the 1K 159 00:04:56,280 --> 00:05:00,000 version and the HDR version and then 160 00:04:58,400 --> 00:05:02,000 also just to make it a little bit less 161 00:05:00,000 --> 00:05:04,520 bright I turned the strength here down 162 00:05:02,000 --> 00:05:06,160 to a 7 and then also I added this camera 163 00:05:04,520 --> 00:05:08,800 here and I just pointed the camera at 164 00:05:06,160 --> 00:05:11,080 the objects and if you select the camera 165 00:05:08,800 --> 00:05:13,120 and go to the camera settings I turned 166 00:05:11,080 --> 00:05:14,720 the focal length to 90 because it just 167 00:05:13,120 --> 00:05:16,280 zooms the camera in a bit and makes 168 00:05:14,720 --> 00:05:17,919 everything look a bit more flat and I 169 00:05:16,280 --> 00:05:19,639 like that better and then just a couple 170 00:05:17,919 --> 00:05:20,720 other settings that I'm going to go over 171 00:05:19,639 --> 00:05:22,319 I'm going to be using the Cycles 172 00:05:20,720 --> 00:05:24,000 rendering engine because I'm going for 173 00:05:22,319 --> 00:05:25,919 realism and then also let's open up the 174 00:05:24,000 --> 00:05:27,160 film tab here and I check mark the 175 00:05:25,919 --> 00:05:28,680 transparent button just so the 176 00:05:27,160 --> 00:05:30,560 background is transparent so you can't 177 00:05:28,680 --> 00:05:32,600 see it and also here on the color 178 00:05:30,560 --> 00:05:34,479 management if you open up the color 179 00:05:32,600 --> 00:05:36,160 management I set the view transformed to 180 00:05:34,479 --> 00:05:38,039 filmic and the look to very high 181 00:05:36,160 --> 00:05:39,840 contrast just to pop out the colors and 182 00:05:38,039 --> 00:05:41,319 make everything more contrasted and 183 00:05:39,840 --> 00:05:43,280 saturated all right so I'm in the 184 00:05:41,319 --> 00:05:44,600 shading workspace so I have the 3D 185 00:05:43,280 --> 00:05:46,319 viewport right over here and I'm in the 186 00:05:44,600 --> 00:05:48,240 rendered mode and then I have the Shader 187 00:05:46,319 --> 00:05:50,199 editor right here so I'll click on new 188 00:05:48,240 --> 00:05:52,120 to add a new material and I'll just 189 00:05:50,199 --> 00:05:53,680 rename this material to Wood Plank and 190 00:05:52,120 --> 00:05:55,240 then I'm also going to be using the node 191 00:05:53,680 --> 00:05:56,440 Wrangler add-on to preview the different 192 00:05:55,240 --> 00:05:58,479 nodes so if you don't have the node 193 00:05:56,440 --> 00:06:00,240 Wrangler enabled you can click on edit 194 00:05:58,479 --> 00:06:01,840 you can go to the preferences and then 195 00:06:00,240 --> 00:06:04,000 over there in the add-ons tab if you go 196 00:06:01,840 --> 00:06:05,880 here to the search you can search for 197 00:06:04,000 --> 00:06:07,440 the node Wrangler and just check mark 198 00:06:05,880 --> 00:06:08,759 the node Wrangler add-on so it's built 199 00:06:07,440 --> 00:06:10,360 in a blender and I'll show you how to 200 00:06:08,759 --> 00:06:12,479 use it in the video so we can close 201 00:06:10,360 --> 00:06:14,199 blenders user preferences all right so 202 00:06:12,479 --> 00:06:16,039 then also make sure that you have the 203 00:06:14,199 --> 00:06:18,039 same wood plank material on both of 204 00:06:16,039 --> 00:06:19,720 these objects so I'm going to go to the 205 00:06:18,039 --> 00:06:22,120 ad menu and I'm going to start to search 206 00:06:19,720 --> 00:06:23,560 for a voro texture and then using the 207 00:06:22,120 --> 00:06:25,080 feature of the node Wrangler you can 208 00:06:23,560 --> 00:06:26,599 control shift and select the voro 209 00:06:25,080 --> 00:06:28,720 texture to preview it and also with the 210 00:06:26,599 --> 00:06:31,000 voro texture selected I'm going to press 211 00:06:28,720 --> 00:06:32,520 contrl t to use the texture coordinate 212 00:06:31,000 --> 00:06:34,080 and mapping nodes and I want to use the 213 00:06:32,520 --> 00:06:36,000 object coordinates so we'll put the 214 00:06:34,080 --> 00:06:37,560 object into the vector and the object 215 00:06:36,000 --> 00:06:39,520 coordinates are going to place the 216 00:06:37,560 --> 00:06:41,160 texture on the object more evenly and 217 00:06:39,520 --> 00:06:43,080 you can turn the voro scale up so you 218 00:06:41,160 --> 00:06:44,759 can see it better now because this is a 219 00:06:43,080 --> 00:06:46,800 little bit of a complex material I want 220 00:06:44,759 --> 00:06:48,280 to keep my nodes nicely organized so I'm 221 00:06:46,800 --> 00:06:50,160 going to click and drag to box like 222 00:06:48,280 --> 00:06:52,720 these two nodes here and I'll press 223 00:06:50,160 --> 00:06:54,400 contrl J contrl J will join them 224 00:06:52,720 --> 00:06:56,919 together into a frame and then I can 225 00:06:54,400 --> 00:06:59,800 select the frame and I can press f2 to 226 00:06:56,919 --> 00:07:01,360 add a label and I can call this mapping 227 00:06:59,800 --> 00:07:03,240 all right so now we can change some of 228 00:07:01,360 --> 00:07:05,720 the voro texture settings so I'm going 229 00:07:03,240 --> 00:07:07,800 to turn the scale to a seven I also want 230 00:07:05,720 --> 00:07:09,360 to turn the detail to zero and then I'll 231 00:07:07,800 --> 00:07:10,759 leave the other settings how they are 232 00:07:09,360 --> 00:07:12,240 now this doesn't really appear as though 233 00:07:10,759 --> 00:07:13,960 it's doing much but what I'm going to do 234 00:07:12,240 --> 00:07:15,960 is add a noise texture here between the 235 00:07:13,960 --> 00:07:17,520 mapping and the voro and the noise 236 00:07:15,960 --> 00:07:19,039 texture is going to distort the 237 00:07:17,520 --> 00:07:20,520 placement of the voro texture because 238 00:07:19,039 --> 00:07:21,720 it's going through the vector so we'll 239 00:07:20,520 --> 00:07:23,520 go to the ad menu and we're going to 240 00:07:21,720 --> 00:07:25,639 search for a noise texture and let's put 241 00:07:23,520 --> 00:07:27,319 it here between the mapping and the voro 242 00:07:25,639 --> 00:07:28,759 so now it's going through the vector so 243 00:07:27,319 --> 00:07:30,360 it's going to distort the placement of 244 00:07:28,759 --> 00:07:32,039 the voro so you can see now it looks 245 00:07:30,360 --> 00:07:33,599 kind of distorted let's change some of 246 00:07:32,039 --> 00:07:37,080 the settings of this noise so I'm going 247 00:07:33,599 --> 00:07:39,479 to turn the scale to a 3.5 let's also 248 00:07:37,080 --> 00:07:42,160 turn the detail to the max of 15 and the 249 00:07:39,479 --> 00:07:43,759 roughness here I'll turn to like A8 and 250 00:07:42,160 --> 00:07:45,479 then also this Distortion here I'll turn 251 00:07:43,759 --> 00:07:47,840 that to four so that looks more 252 00:07:45,479 --> 00:07:49,360 distorted now I want to stretch out the 253 00:07:47,840 --> 00:07:50,919 wood texture to make it actually look 254 00:07:49,360 --> 00:07:52,919 more like wood so I'm going to go to the 255 00:07:50,919 --> 00:07:54,960 ad menu and I'm going to search for 256 00:07:52,919 --> 00:07:57,759 another mapping node and we'll put this 257 00:07:54,960 --> 00:07:59,199 mapping node after the first one so now 258 00:07:57,759 --> 00:08:01,199 this mapping node because it's going 259 00:07:59,199 --> 00:08:03,360 into the vector it's going to change the 260 00:08:01,199 --> 00:08:05,840 placement of the textures so we can for 261 00:08:03,360 --> 00:08:07,680 instance rotate or move or scale the 262 00:08:05,840 --> 00:08:09,000 textures so I'm going to scale the 263 00:08:07,680 --> 00:08:11,479 texture to kind of stretch it out to 264 00:08:09,000 --> 00:08:13,360 make it look like wood so on the scale X 265 00:08:11,479 --> 00:08:15,840 here I'm going to turn this to a 266 00:08:13,360 --> 00:08:17,319 5.5 and on the Y here I'm going to turn 267 00:08:15,840 --> 00:08:19,919 this to 268 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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