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Original subtitles

in this blender tutorial I'll show you

how to create this procedural wood plank

material and after we create the

procedural material I'll show you how to

join the material together into this

custom node group so that you can

control the look of the material so we

have the scale to change the size of the

material so you can change this

depending on the size of your object

then we have two different colors for

the woods so we have a lighter color and

then we also have a darker color so if

you want like a lighter wood you could

turn the darker color up you can see the

wood looks quite a bit different then we

have the noise scale one and then we

also have noise scale 2 so that can

really change the look of the wood then

we have these really cool values here

these texture variations so by changing

these values you can get lots of

different wood variations you can see

that now looks like a completely

different wood just by changing those

two texture variations then we also have

this noise detail here this will just

make the noise more or less detailed so

you can turn it down a little bit if you

want and then we have the voro detail

and then also the voro detail too so

those can definitely change the look of

the wood then we also have the knot

scale so this wood actually has some

little knots so you can make the knots

of wood bigger or smaller and then we

have the knots Darkness value so if you

want those knots to be less visible or

more visible you can just drag the knots

Darkness then we have the roughness of

the material so if you want the wood to

look more like it's painted or polished

or has some kind of finish on it you

could just change that roughness to make

it more shiny then we have a few

different bump strengths so we just have

a noise bump strength which is just some

noise all over the wood we also have the

knots bump strength to make those look

more bumpy and then we have the wood

bump strength which is just that base

wood texture and if you'd like to

purchase this procedural material and

help support the channel then you can

get that on my gum store and my patreon

page the links are in the description

now I've also created another 10

procedural materials and so I've just

updated my ultimate blender procedural

material pack so my ultimate blender

procedural material pack comes with all

of my procedural materials and they're

all preset up for blender's asset

browser with custom thumbnails sorted

cataloges and customizable node group

and every time I create another 10

procedural materials I update my

ultimate material pack so if you're one

of my existing customers that you can

just redownload the product files and

reinstall the ultimate material pack in

the asset browser to get all the new

updates with these new 10 procedural

materials and I also sell packs of 10

procedural materials so I've also just

released blender procedural material

pack number 18 I'll have all those links

in the description all right so I'll now

show you the 3D setup if you want to set

up the blend file the same way that I

have so I want to preview this material

on a sphere so I'll go to the add menu

and I'm going to add an icosphere and

then right behind me when you open up

the add icosphere settings right after

you add the icosphere I'll turn the

subdivisions to six so it is nice and

smooth and round and then I'll scale

this object way down to like a01 so it's

a better size using the real life scale

and blender I'll press crl a and I'm

going to apply the scale so this is the

default size of the object and then I'll

use the object context menu and shade

that smooth let's also go to the add

menu and I'm going to add a cube because

I want to actually preview this on a

plank of wood I'll also scale this down

to a 0.1 and then press CR a and apply

the scale and then I'll go into edit

mode and I'm just going to scale this

down to the size of a plank of wood I

can also bring it over and kind of

rotate it kind of rotate it up like that

and then I want to add a little bevel to

the edge of the wood so I'll go to the

add menu I'm going to search for the

bevel modifier and we're just going to

add a bevel modifier here on the

modifiers and we will turn the amount

way down so it's much smaller and let's

turn the segments up to maybe like a

four so we're just going to have a tiny

little bevel on the edge of the wood and

then we'll use the object context menu

and shade it smooth now it may be a

little bit hard to see but on the edges

the edges of the wood don't look super

sharp and so what I'm going to do is

click on ADD modifier and I'm going to

search for the weight to normal so I'll

add the weighted normal modifier now you

can see right down here it's going to

say that you need to enable the auto

smooth so use the object context menu

and we're going to choose the shade Auto

smooth so you can see before when it's

set to shade smooth you can kind of see

it on the edges it kind of looks a

little bit smooth which is a little bit

weird kind of on those flat areas you

might be able to see it better in the

reflections of the mat cap but now if I

shade Auto smooth it looks quite a bit

more crisp and sharp then I also added

some different area lights right here so

I added these two area lights so this

first one here I kind of scaled it up

and pointed it here on the back and I

set the power to 10 and I made it a

slight yellow color and then this one

right over here this is a more yellow

color and also I set the power to 10 and

I kind of put this one behind the

objects to give some nice lighting and

and then I did also add in hdri to get

some realistic lighting Reflections so

if you go over here to the World

Properties I added in this machine shop

02 1K hdri so this is a free hdri from

poly haven.com the link will be in the

description if you'd like to download

the same hdri that I'm using so once you

download the HD you can click on the

yellow dot here next to color you can

choose environment texture and then

click on the open button and open up the

hdri and again I downloaded the 1K

version and the HDR version and then

also just to make it a little bit less

bright I turned the strength here down

to a 7 and then also I added this camera

here and I just pointed the camera at

the objects and if you select the camera

and go to the camera settings I turned

the focal length to 90 because it just

zooms the camera in a bit and makes

everything look a bit more flat and I

like that better and then just a couple

other settings that I'm going to go over

I'm going to be using the Cycles

rendering engine because I'm going for

realism and then also let's open up the

film tab here and I check mark the

transparent button just so the

background is transparent so you can't

see it and also here on the color

management if you open up the color

management I set the view transformed to

filmic and the look to very high

contrast just to pop out the colors and

make everything more contrasted and

saturated all right so I'm in the

shading workspace so I have the 3D

viewport right over here and I'm in the

rendered mode and then I have the Shader

editor right here so I'll click on new

to add a new material and I'll just

rename this material to Wood Plank and

then I'm also going to be using the node

Wrangler add-on to preview the different

nodes so if you don't have the node

Wrangler enabled you can click on edit

you can go to the preferences and then

over there in the add-ons tab if you go

here to the search you can search for

the node Wrangler and just check mark

the node Wrangler add-on so it's built

in a blender and I'll show you how to

use it in the video so we can close

blenders user preferences all right so

then also make sure that you have the

same wood plank material on both of

these objects so I'm going to go to the

ad menu and I'm going to start to search

for a voro texture and then using the

feature of the node Wrangler you can

control shift and select the voro

texture to preview it and also with the

voro texture selected I'm going to press

contrl t to use the texture coordinate

and mapping nodes and I want to use the

object coordinates so we'll put the

object into the vector and the object

coordinates are going to place the

texture on the object more evenly and

you can turn the voro scale up so you

can see it better now because this is a

little bit of a complex material I want

to keep my nodes nicely organized so I'm

going to click and drag to box like

these two nodes here and I'll press

contrl J contrl J will join them

together into a frame and then I can

select the frame and I can press f2 to

add a label and I can call this mapping

all right so now we can change some of

the voro texture settings so I'm going

to turn the scale to a seven I also want

to turn the detail to zero and then I'll

leave the other settings how they are

now this doesn't really appear as though

it's doing much but what I'm going to do

is add a noise texture here between the

mapping and the voro and the noise

texture is going to distort the

placement of the voro texture because

it's going through the vector so we'll

go to the ad menu and we're going to

search for a noise texture and let's put

it here between the mapping and the voro

so now it's going through the vector so

it's going to distort the placement of

the voro so you can see now it looks

kind of distorted let's change some of

the settings of this noise so I'm going

to turn the scale to a 3.5 let's also

turn the detail to the max of 15 and the

roughness here I'll turn to like A8 and

then also this Distortion here I'll turn

that to four so that looks more

distorted now I want to stretch out the

wood texture to make it actually look

more like wood so I'm going to go to the

ad menu and I'm going to search for

another mapping node and we'll put this

mapping node after the first one so now

this mapping node because it's going

into the vector it's going to change the

placement of the textures so we can for

instance rotate or move or scale the

textures so I'm going to scale the

texture to kind of stretch it out to

make it look like wood so on the scale X

here I'm going to turn this to a

5.5 and on the Y here I'm going to turn

this to

a045 and then I'll leave the Z at one so

you can now see it looks like the

texture is stretched and then also one

other thing that I want to do is I want

to use the factor value instead of the

color so we'll put the factor into the

vector all right now I want to have two

different wood textures and we'll mix

them together to make it more

interesting and give more detail so I'm

going to hold down the shift key and

select both of these textures and I'll

press control shift d so control shift d

will duplicate the nodes but it's going

to keep the wires plugged up so they're

both plugged into the mapping and let's

control shift and select this voro

texture to preview it and I can change

some of the settings so I'll turn the

scale to A6 and the detail all turn up a

little bit to like a point2 so it has a

little bit of detail all right so then

we can also change the noise settings so

on the scale here I'll turn this to a

2.5 instead and then I also want to turn

this roughness down a bit to like A4

five so it has a bit less roughness and

then I'll leave these settings how they

are so you can see now we have kind of a

larger wood texture there's kind of some

bigger spots and they're not quite as

detailed and then if I control shift and

select this Forno texture this one is

kind of smaller and has more detail so

now you can see we have two different

textures here and I want to mix them

together to make it look like a really

interesting wood so I'm going to go to

the ad menu and I'm going to search for

the mix color node because the mix color

node can mix multiple colors together so

we'll drop the mix color node right here

and let's bring these over so I have a

bit more space so I can now take the

voro distance and I can put that into

color a and then the other voro distance

let's put that into color B and I'll

contrl shift and select the mix to

preview it now the factor is going to

change how much we're using of each one

so only color a or only color B however

I don't just want to mix between them

because I want to be able to see both of

the textures that we're mixing together

so what we can do is change the mix type

here to darken instead and this way it's

just going to add the dark values so now

as I turn the factor up you're going to

be able to see both of them so you can

see right now it's just showing the top

one when the factor is zero it's only

using a but then as I turn the factor up

it's going to use more and more of just

the dark values from the bottom one so

now we have a really interesting wood

texture there's kind of some bigger

details and some smaller details so

let's box select all these nodes I'll

press contrl J to join it together into

a frame if I select the frame and press

f2 to give it a label I'm going to call

it wood texture because this is the base

of the wood now I also want to create

the knots so we're going to create a

different group right here of textures

which is going to be the knots so I'm

going to start off by going to the ad

menu and I'm going to search for a voro

texture let's place it here and I can

control shift and select the voro to

preview it and we want to take this

mapping vector and we want to put that

into the vector of the voro so again

it's using the object coordinates now

this voro here if I turn the scale up

you can see there's going to be a bunch

of little dots and so we're going to use

that to actually create the wood so

let's change some of the voro texture

settings so on the F1 here I want to

change this to smooth F1 so the edges

are much smoother you can see that looks

a lot better now let's turn the scale to

just like a 16 cuz I don't want them to

be too big I don't want to be able to

see too many of them and the detail I'll

turn up a little bit to like a 0.5 but I

don't want to turn up too high and then

I'll leave the other settings how they

are now I want to make this voro texture

more contrasty so you can see the

circles better so we go to the ad menu

and we're going to search for a color

amp we'll put the color up after the

vorno distance and then we're going to

drag these two values together and by

dragging them closer together they'll be

much more contrasty so I'll just drag

these two about here so the black one

there and the white one there so you can

see that a bit better now these don't

really look like wood knots right now

cuz they don't really have any detail so

I'm going to be going to the ad menu

again and I'm going to search for

another another noise texture and we're

going to put this noise texture here

after the color ramp so because the

noise texture has lots of noise data

we're now putting the voro into the

vector of the noise and so now it's

distorting it so now that looks more

like wood knots cuz they have those

little circles there and it's more

detailed let's change some of the noise

settings so I'm going to turn this scale

to like a 20 and I'll turn the detail to

15 so it's very detailed and I'll leave

the other settings how they are now

right now it's distorting it way too

much so it just looks like a bunch of

little rings and so I want the voro

texture to have less of an effect over

the noise texture so to do this I'm

going to go to the ad menu and I'm going

to search for the mix color we'll put

the mix color after the color ramp so

just stick it right there so now this

mapping isn't distorted at all but the

voro is very distorted so what I'm going

to do is hold down the shift key and

right click and drag over this wire and

let go and this is just going to add a

reroute so we can now just take the

reroute and we're going to plug this

here into color a of the mix and then

this color amp color that is going to go

into color B so now what this mix is

doing is it's mixing between the

original mapping which isn't distorted

and this color ramp which has these

little dots so we're mixing between them

so now I drag this Factor around and you

can see it's going to blend between them

now what I want to do is take this mix

here and I'm going to change this to the

linear light so change it here to the

linear light now I can control shift and

select the noise texture and so it's

going to control how much it's

distorting the noise so if I turn the

factor all the way down you can see it

just looks like the noise isn't

distorted but then as I turn the factor

up it's going to be distorted more and

more however it's just being distorted

where those voro dots are so it's kind

of adding those little Rings now I want

this this to be a very very small number

so I'm going to turn the factor to a

02 so now you can see it just looks

distorted a little bit it's kind of

noisy there around those dots so that's

what we're going to use to create the

knots in the wood now I want to make

this more contrasty cuz it's pretty gray

right now so we'll take this color amp

we'll press Shifty to duplicate it and

drop it here after the noise and then I

can drag these values around just to

make it more contrasty so we'll drag the

black tuab to about here and the white

tab to about there so now you can really

see those knots a lot better now there's

a problem with this and that is that

there's lots of little noise here and I

want to just be able to see the knots

but I don't want to be able to see all

these little bits of noise so what we're

going to do is create a mask and

basically mask out these other spots so

we can just see where the knots are so

to do this I can duplicate this color

ramp again and let's control shift and

select the color ramp to preview it and

I'm going to take this first color ramp

and we're going to put that into the

factor and then I can drag the white and

black values around and I'll put the

black tab to about here and the white

tab to about here so now you can see

that we're basically just making this

color amp more contrasty so it's a bit

bigger so this color amp here we're

going to use as the mask to tell it

where we want to be able to see those

knots and we're just going to see the

knots where the darkart parts are so

I'll go to the ad menu and to mix them

together I'm going to search for another

mix color and we'll drop this here and

so we're going to plug the color ramp

color into the factor and then this

bottom color ramp color this one is

actually the knots the color is going to

go into color a and then right here on

the mix type let's change this again to

the linear light and let me just contrl

shift and select it so we can preview it

so because this color amp is going into

the factor this is determining what

parts will be color a and what parts

will be color B so now here in color B

we can just make this fully black so

basically if I control shift and select

the color ramp wherever these black

parts are that's going to be the knots

but then wherever the white parts are

that is going to be this color here

which is color B so now we're just

seeing the knots but we're not seeing

the noise so we're basically using this

to just mask Scout wherever the noise is

and just see the noots so now what I

want to do is zoom out here I want to

box select all these nodes press contrl

J to join it together into a frame I'll

select the frame and press f2 to add a

label and I can call it knots and then

just to keep my nodes nicely organized

because this is getting a little bit

large it's kind of a bigger material I'm

just going to kind of compress these

nodes you can just do whatever works

best for you I'm just going to kind of

compress these down let's box select

these nodes and bring them back and what

I can actually do is just kind of Dr

these nodes out just to make it look a

bit more organized so now we have kind

of the wood texture here and the knots

here so now that we have both of these

textures we want to mix them together so

again just like we did before we can go

to the ad menu and we can search for a

mix color to mix the different colors

together so now this top one here this

is going to go into the factor and then

we're going to take this dark in here

and we're going to put this into color a

and then let's control shift and select

the mix and here on the mix type I just

want to add the light values so we're

going to turn this to lighten now why

I'm doing doing this is because I want

to be able to control how visible the

knots are so you can see right now we're

mixing them together however it's kind

of hard to see the knots but if I take

color B and make it lighter or darker

that will allow you to see the knots

better so if color B is fully white it's

just going to add those lighter values

and so now you can see the knot it is a

little bit subtle but you are able to

see the knot if I however turn it down

the knot is going to become invisible so

specifically I'm going to go with a very

light gray color and if you want to use

the same color that I'm using here on

color B you can go to the x value and

you can punch in E4 E4 E4 so the knots

are just barely visible but they are

hard to see and so I'm also going to be

doing this so that I can control the

visibility of the knots in the custom

node group now to actually control the

visibility I can go to the ad menu and I

can search for a hue saturation value so

we're going to drop the Hue saturation

value between this linear light here and

the light in now the value here this is

going to make it lighter or darker so

you can see I can just now drag this

value and you'll be able to see the

knots better or they'll become invisible

so we'll be using this later in the

custom node group so let's box select

these two nodes I'll join them together

into a frame and I can click on the

frame and add a label and I'll rename

this to mix knots and wood just to keep

my nodes nicely organized so I can kind

of see what they're all doing so we're

using these two nodes to mix the knots

and the wood together all right so let's

now create the base color so I'll go to

the add menu and I first want to make it

more contrasty so I'm going to add a

color amp drop it here because right now

this wood texture is pretty gray so to

make it more contrasty we can take the

light and result we can put that into

the color ramp and then we control shift

and select the color amp to preview it

so again just like I talked about

earlier if we drag these two values

together they're going to be much more

contrasty so I'll drag the white tab

kind of to about here and I'll drag the

black tab over to about here so

something like that so now you can just

see the wood texture it's a little bit

darker so now I want to add the colors

and I want the colors to be customizable

so instead of just changing these two

colors to make the color of the wood I'm

going to go to the ad menu and I'm going

to search for the mix color so we'll

drop the mix color after the color amp

and we can put the color here from the

color amp into the factor so now these

whiter and darker values will determine

what parts are color a and what parts

are color B so for color a here I'm

going to make this kind of like a light

tannish peachy color and then for color

B here this is going to be kind of like

an orangey color and I'll make it darker

so it looks more like wood and if you

want to use the exact same colors that

I'm using then here on color a you can

go to the hex value and you can punch in

D3 94 69 and then here in color B you

can go to the hex value and you can

punch in 4 a 2 c 1 E so those are the

colors that I'm using for the wood and

now you can really see those knots a bit

better and it really is starting to look

like wood so let's box select these

nodes and we'll join them together into

a frame and I can add a label and I can

just call this base color to keep the

nodes nicely organized and so you can

remember what they do so let's take this

mix result here and I can put that into

the base color and I can control shift

and select the principled Shader to

preview it we'll drag these over here

all right so that is now going into the

Shader so it actually is interacting

with the light now now I also want to

add a little bit of variation into the

roughness so that some parts are a bit

more shiny and other parts are a bit

more rough so to do this we'll go to the

ad menu and I'm going to search for a

color ramp so we can change the colors

and we'll take the light and result and

I can put that into the factor and then

what I can do is take this color amp

color and I can put that into the

roughness so now if I drag these around

you can see that some parts are going to

be more rough and other parts are going

to be more shiny now I'm going to drag

these two back here and I do kind of

like how the roughness is however I want

everything to be a little bit more the

same and I want everything to be a bit

more shiny so on the black tab here if I

turn the black tab up you can see it's

going to be a bit more rough so I'll

just turn this to like a very very dark

black color so something like that so A

very dark gray but then this white color

here this color I'm going to make a bit

darker so that everything is a bit more

shiny and if you want to use the same

exact colors that I'm using the black

color is going to be a hex value of 1 16

16 16 and the light color this is going

to be a hex value of e EC EC so later on

the video when we create the custom node

group I want to be able to actually

control the roughness so if we make the

values lighter or darker that'll change

the roughness so we can just go to the

ad menu and we can search for the Hue

saturation value and we'll put this

after the color amp and so now we have

this value here and the value is just

going to make the entire thing lighter

or darker so if I turn it way down you

can see it's super reflective and it

looks like a polished wood so that's

what we're going to use later in the

custom node group so I'll box select

these nodes and I'll join them together

into a frame with contrl j i can select

the frame and press f2 to add a label

and I can just call this roughness

because these are creating the roughness

map all right so the wood looks very

smooth right now but I want to make it

look more bumpy so we're going to add

some values into the normal to give it

some bump so first let's go to the ad

menu and we're going to search for a

bump node and the bump node will allow

us to convert color data into bump data

so the first thing that I want to do is

add the wood bump strength so right here

if I control shift and select this

darken you can see this is the wood and

so I want to take this darken result and

I'm going to put this into the height

value of the bump to convert it to bump

data and then the bump normal that can

go into the normal right here the

principal Shader and I can control shift

and select it to preview it so now you

can see it's making the wood look very

bumpy and if I control shift and select

the principal Shader now the wood looks

very bumpy now that is way too strong so

let's just turn the strength way down to

just like a point two also we can add

labels to nodes so if I select the node

and then press f2 to add a label I can

call it wood bump so wood bump now I

also want to make the knots more bumpy

so we'll take the wood bump I'll press

Shifty to duplicate it and let's drop it

down here and the normal can go into the

normal this way we can mix multiple bum

Maps together so now what I want to do

is go up here to the knots I want to

take this knots linear light here the

result I'm going to put that down here

into the height value and then also you

can see that the wire is overlapping so

if you want to change this this is

totally optional but you can hold down

the shift key and you can right click

and drag over the wire and that's going

to add a reroute and I'll drop the

reroute down here and then shift right

click and drag over the wire and let go

to add another reroute and I can drag

this up here and this just kind of makes

it look a bit nicer cuz the wire goes

down and then over so I just like how

that looks let's also select the wood

bump I'll press f2 to add a label and I

can rename this to knots bump just to

keep things nicely organized so if I

turn the strength up you can see that is

going to make the knots bumpy now there

is a problem with this if I turn the

strength all the way up to one you can

see that there's all of this noise here

now why this is happening is because

it's really hard to see but on this

linear light here there actually is a

tiny little bit of noise you can't

really see it but there's going to be

values which are darker and they're

lower than zero so black normally equals

zero but you can actually have negative

values now what this clamp result does

is this will clamp the values or the

colors so that white is going to be

fully one and black is going to be fully

zero so let me just go back here and

control shift and select the knots bump

if I go up here to this linear light and

this is in the knots if I clamp the

result now it's going to take all of the

black values and it will turn it to zero

so instead of having negative values so

values lower than zero to actually see

that bump you're just going to turn it

to zero and so now that'll be fully

black there so that way by clamping the

result you can just see where the knots

are so let's control shift and select

the principal Shader now you can just

see the knots they're right there and

they're super bumpy so let's make it

much less strong so here on the strength

on the knots bump I'm going to turn this

down to like a

0.15 and then also I think that

inverting it works better so I'll hit

invert so instead of the knots looking

like they're going out now they just

look like they're going in by inverting

it all right now the last thing that I

want to do is just add a tiny little bit

of noise over the entire material so

I'll duplicate the knots bump let's plug

the normal into the normal here and I

can also turn off the invert and then

what I want to do is just add another

noise texture so I'll go to the add menu

I can search for a noise texture and we

can put the noise texture factor into

the height value and then I also want to

make it use the object coordinates so

we're going to take this mapping here

we're going to take the vector we're

going to drag this all the way over here

and stick it into the vector of the

noise texture and then also if you want

to add some reroutes here you can hold

down the shift key and right click and

drag hold down the shift key and right

click and drag and you can just drag the

reroutes around to keep the wire is more

organized so I'm going to bring this

reroute over here and then this reroute

down here all right so let's control

shift and select the noise texture to

preview it and I want to change some of

the settings so I'll turn the scale to

like a 45 so you can see it better so

just change that to a 45 let's also turn

the detail to 15 so it's very detailed

and this roughness here I'll turn this

to like a 6 so it's more detailed so now

if I control shift and select this knots

bump let's press f2 to rename it and

instead of knot bump we're going to

rename it to noise bump bum so now you

can see it's just adding a little bit of

noise over the entire material and the

strength here let's turn it to like a

0.1 so it's more subtle so let's box

select all of these nodes here and I'll

press contrl J to join them together

into a frame and if you want to like

compress them down a little bit you can

so I might just compress them down a

little bit and then we can select the

frame we can press f2 to add a label and

I can just call this bump let's control

shift and select the principal Shader

and now we have a nice wood material

with lots of bump all right so that is

going to be it for the procedural

material but to make this more

customizable and easier to use we're

going to be joining it together into a

custom node group so I'm going to click

and drag to box select all the nodes

I'll press contrl gtrl G will join it

together into a node group however when

you're joining it in together into a

node group make sure you don't have the

material output selected so box select

all the nodes except the material output

and press contrl G now to go in and out

of the node group you can hit the tab

key so with the node group selected just

hit tab to go in and out of the node

group so let's drag the node group way

over here and I can drag it out to make

it much bigger and then also I'll copy

the name and I'll paste the name here in

the node group so it is called wood

plank so now we can add up all the

custom values to the node group so I'll

hit the Tab Key to go into the node

group I'll press the N key to open up

the side panel and you can see if you

click on the group tab there's going to

be an interface and right here on the

bsdf I'm just going to rename this to

Shader because I like that better all

right so let's make this a lot bigger so

we have more space and we can now add up

all the custom values so if you you go

over here to this side we now have this

group input and we can plug values up to

the group input to control those values

outside of the node group so let's first

control the scale of the material so

this mapping node is plugged up to all

the other textures so this mapping scale

will control the size of the entire

material so we'll put the scale into the

extra socket there and then if I click

here on the scale you can see it's going

to be three different values because

it's a vector but I want to make it one

single value so let's click on the

vector type here and I can change it to

float now the texture goes away and that

is because we need to turn the default

value to one and then if I hit tab to go

out of the node group we need to turn

the scale back to one so now we can go

back into the node group and we can add

the colors so we'll take the group input

and we're going to drag the group input

way over here just so we can bring it

over here to the base color and let's

plug color a into the extra socket and

then color B plug that to the extra

socket and then I can just rename these

so you can rename it to Wood color or

whatever you want I'm going to call

these color one and then color two now I

also want to control the noise scale so

let's take the group input and we're

going to drag it way back here behind

this wood texture and we have two noise

textures so I want to plug the scale of

both of them we're going to plug them

here into the group input so it'll take

the first scale plug that into the extra

socket and the second scale plug that

into the extra socket and then I can

double click on them to rename them so

I'll rename this to noise scale one and

then also the second one here let's call

this noise scale SC 2 and then I want to

control the variation of the texture so

this voro texture here and this one here

these also have scale values and you can

see by changing the scale values it's

really going to make the wood look

different so we'll put this scale into

the extra socket and then this scale

here put that into the extra socket and

then if I double click on this to rename

it I'll rename this to texture variation

one and then this bottom one here this

one we're going to rename to texture

variation 2 so if I go outside of the

node group you can see there they are so

I can drag these around to change the

texture variation let's go back into the

node group now these noise textures both

have detail values and I want to be able

to control the detail so let's put the

first detail here into the extra socket

and then the second noise texture detail

we're going to put that into the same

socket and by putting them into the same

socket both detail values are going to

be controlled by this single value and I

can just rename it and I'll rename it to

noise detail and then I want to control

the voro detail so you can see these

both have detail values these voro

textures so put the detail into the

extra socket and then this detail here

put it into another extra socket as well

and I'll rename the first one to voro

detail 1 and then the second one here

we'll rename this to voro detail 2 then

I also want to be able to control the

scale of the knots so I'll drag the

group input right up here and this voro

texture has this scale value so this

will change the size of the knots so

I'll put the scale into the extra socket

there and then I can double click on

this and just rename it to like knots

scale now I also want to be able to

control how dark dark the knots are if

you want to see them better so let's

just click on the group input and I'll

drag it way over here and you can see

the mix knots and wood this has a value

and we can drag this up and down to make

it more visible cuz this is controlling

the brightness so we'll put the value

into the extra socket there and we'll

rename this to notot Darkness and then I

want to be able to control the roughness

of the Shader so we have this roughness

value here and kind of just like this

one it has a value to make it lighter or

darker so this will control the

roughness so we put the value into the

extra pocket here I can double click on

this and rename it to roughness and then

the last thing that I want to control is

all the bump strengths so we'll drag the

group input right down here and we can

now add the bump strengths so you can

just add them in whichever order you

want I guess I'll start down here so

I'll first take the noise bump strength

we'll put that into the extra socket and

then the knots bump strength put that

into the extra socket and the wood bump

strength put that into the extra socket

and then let's rename all these so that

you actually know what they do so this

one is the noise bump strength this one

here here is the knots bump strength and

then the last one here this one is the

wood bump strength all right so let's

click on the group input and I'm going

to drag it way back over here to the

very starting and then I can just hit

the Tab Key to go outside of the node

group and I'll hit the end key to close

the side panel let's just make this

bigger bring it over here and I will

zoom in here and we can just review the

final material to make sure everything

works nicely so we have the overall

scale and then we have the two different

colors so we have wood color one and

wood color two then we have the noise

scale and the noise scale two we have

the different texture variations this is

probably the most interesting one to use

because it really changes the look of

the wood then we have the noise detail

we also have the vorno detail 1 and two

and this can also really change the look

of the wood then we also have the knot

scale then we also have the knots

Darkness if you want to be able to see

the knots better or just get rid of them

we also have the roughness of the

material if you want to make the wood

look really shiny or really rough and

then we have the noise bump strength we

also have the knots bump strength and

then finally the wood bump strength all

right so that is going to wrap it up for

this procedural wood plank material so I

hope you enjoyed the tutorial and thank

you for watching and if you'd like to

purchase this finished procedural

material you can get that on my gum Road

store and my patreon page the links are

in the description and purchasing is a

great way to help support this Channel

and if you'd like to purchase all of my

procedural materials then definitely

check out my ultimate blender procedural

material pack which comes with all of my

procedural materials preset up for

blender's asset browser with custom

thumbnails sorted catalogs and

customizable node groups and because

I've just created another 10 procedural

materials I've just recently updated my

ultimate material pack with all of these

new materials so if you're an existing

customer just redownload the product

files and set it up in the asset browser

to get all the new updates with these

new materials or you can just purchase

these materials here these are my 10

newest materials by purchasing my

blender procedural material pack number

18 and you can also purchase all of my

materials individually on my gum store

and to learn how to create any of my

procedural materials you can check out

my blender procedural material tutorial

playlist here on YouTube again links are

all in the description so I hope you

found the video helpful and thank you

for

watching

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