Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
in this blender tutorial I'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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.