How to Make Photorealistic Wood in Blender

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Wow, you're fast! :P

Thanks for sharing! And hopefully it encourages people to try other materials. Coz it really is a repeatable process for like 99% of materials.

👍︎︎ 2 👤︎︎ u/BlenderGuru 📅︎︎ Dec 22 2016 🗫︎ replies
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it took me many years of trial and error before I figured out a sort of repeatable system for creating a realistic material in blender but I want to share it with you in this video by showing you how to create a realistic wooden floor which looks great in interiors or anywhere else you want to put it and the method that I'm going to teach you can be used to create any number of materials so while it sounds like really like simple basic stuff like into wood right who doesn't know how to just slap a texture on something I'll be explaining a little bit more of you know the different what different texture Maps are used for why they're necessary and then also how to how to add that extra that final detail of like surface imperfections across the surface so making it look like it's it's got some dust and like like just real like like a real material so we'll be going all through that so I think it's time to get started so let's open up a new scene in blender so first thing I'm going to do is delete everything make it simple and just replace it with a single plane and just so that we can actually see what we're doing while we add materials I'm going to add in a lamp and just position it above it like this so obviously you know make your own scene whatever you want to do I'm just demoing it on this plane right here which if we shift it you can see looks like that spectacular so we're going to be working with the a lot with material so I'm going to split the view right here so that we have access to a node editor but make sure you're using the material nodes down there click use nodes if it's not already enabled and make sure your plane is selected and then click on new down there okay so we've given it a new material now of course we need a texture so that it starts to look like wood somewhat so you are welcome to use any wood texture you want I am going to be using polygon polygon comm which is of course if you haven't watched it in my other tutorials know that this is a website that we created but people like us who want you know textures good textures for CG art so um now that I'm here I'm in the wood section and at the top here we've got a bunch of new wood Texas which we've just added so it's actually no coincidence that I'm doing a wood tutorial right now because I want to use them I want to show you know how they work basically these ones here like we made them because they notice that if you go on like other texture websites a lot of their wood flooring categories are quite limited like there's only like a few and some some of them look ok and others you don't get a lot of you know variety of different colors and things so we actually built these textures from scratch it was a lot of man-hours to pull it off but but they look great so anyway the one I'm going to use is this one right here wood flooring 44 which is sort of like a nice sort of like like a warm standard medium type wooden flooring sort of look right now on polygons we provide all the maps so you've got all the different ones right here if you want you can download a zip which has all of them but I'm just going to start with the diffuse map which is what most texture sites would provide this this sort of color map right here so I'm just going to download the 4k one you're welcome to download one kay if you don't really need it that high res but I'm going to get in really close with the camera so I want to get it at the at the highest res six megabytes how fast can it download ideal I was looking at a graph this morning that showed like the different countries and how much different countries pay for their mobile data and like one Canada has the most expensive mobile data in the world and Finland has to keep it by a longshot okay nothing they have like unlimited mobile dollar and they paid nothing for it crazy anyways so now that I've downloaded it I'm just going to drag this over to blender and then drop that in very simple way and then I'll just add that to the diffuse shader and I'll hit shift Z and of course the neighbor starts mowing his lawn I'm going to push through it so if you look at this doesn't look very good because you can't see the texture and the reason for that is that we haven't UV unwrapped our plane yet so if you've been following along just make sure you do that they're going to edit mode hit you unwrap and that's all you need to do because it's just a plane and now you can actually see that it looks like wood okay but it's a boring wood right it looks like it was printed out on a piece of paper there is no shine to it whatsoever now if you know if you've been using blender for a while you'll know that you can very easily add shine to any material by you know doing this like go add in a mixed shader and then you combine it with a gloss shader and honestly this is how I have made tutorials for the last ten years well since cycles and maybe five years right this is how I made every material right but it wasn't until a couple of months ago that your police takes months ago that I discovered the PBR workflow and that's that basically real materials there's a lot of complexity that goes on in a real material and so in order to pull that off to make a realistic material in blender you have to do a lot more stuff than just just this because basically like for one thing reflections get more intense the further down you are like looking across the surface like the angle right that's for now but then also like the more roughness that you have the less Fornell effect you have and there's other little things like that they all sort of play a part so I actually did a full video series on PBR materials if you want to watch it you can click the top right hand corner of your screen right now you can watch that there but honestly they are building a proper shader in blender right now that's I think it's plan for 2.8 the Disney BSD F shader so interrelated coming it'll come in there by default and it'll do everything for you but until then you are welcome to download my pbi shader save you all the time just by clicking up there and you can download it once you downloaded it hit shift f1 ok is getting really loud of course he has to do the fence like right there when the dogs not barking someone's mowing the lawn anyway shift everyone I'm going to click on the blend file that you've just downloaded and then click on node tree and you'll see a bunch of node groups right here I'm just going to hit a select them all and then click append so now that I've done that you won't see anything that's changed but if you hit shift a and then down here underneath group you will see one that says PDR dielectric there are three full shaders provided TVR dielectric PBR metal and PBR UBA UBA is just metal and dielectric combined together dielectric if you don't know what that confusing word is it's just any material that isn't metal basically it's there's metal and an environmental that's basically there's two material types in the world so this is dielectric so I'm going to add that in make sure that I connect the shader to the surface output and in the color I'm just going to connect that to the dielectric show you that ok cool right now oh actually by the way your shades that you've just download if you have just downloaded it won't have this but if you do see an invert node in between the roughness just remove that because that shouldn't be there naturally because it's called roughness so it shouldn't be inverted if you're trying to make it wash you have to add that in anyway okay so we've we've got it it looks nice right now you've got this big big white dot that's appearing on it now that's actually the reflection of the lamp that's directly above it and if you turn up the roughness of your material you'll actually see that it looks like that so the cool thing is is that now as you move the camera down the reflection gets more and more intense like it should in the real world and as you move up the reflection gets less it tapers off so anyways that's one of the things so now you're probably thinking that's cool now how can we actually start making it look like wood let's get to the good stuff right the shade is set up how come we start making it look like wood well that is why we have other than that so I mentioned that there are other Maps your own polygons now you if you're using a texture from another site you can use programs like now tor or Photoshop or any number of you know bitmap to material different softwares like that that will actually generate these maps for you it's a little bit fiddly and honestly that's why we made this site so that you don't have to waste time with stuff like that so the first one the one that maybe most of you are most familiar with is a normal map so I'll download that one which is for k1 you can get whatever size you want I want to get up close so a normal map I'll just drag this in so we can see it another map looks like this I'm using the node Wrangler add-on by the way which if you don't have it's a really cool one just typing Wrangler you should see it there click that and that will allow you to control shift click on any node and see how it looks as you're working with it it's just is an automat on I think it should be default soon probably what we default anyway but it's this purple map and what it does is it's a special map used to tell blender where the bots are basically where is the box right and it's yeah it's purple you can see it got a little bit of bumpy stuff on there so in order to to make one to read it we want to connect it into this normal input right there but if we connect it directly you'll see it looks pretty horrible so make sure in between that you add in a normal map node so it's now going from here through a normal map node to here but wait that looks worse and that's because whenever you use any map not just normal notice but roughness reflection all that whenever you add it as an image texture you want to set it to non color data and now it's using it correctly so non color meaning don't look at the color of it like just no look look at parts of the car but don't treat it like a standard diffuse texture anyway so now you can see we've had some bumps look at that a little bit bumpy and you could increase the strength there if you wanted to see a little bit better but but you can see looks a little bit bumpy which is cool now the other thing that we we want to influence we put these two other channels here we've got roughness and we got reflection now reflection honestly it's a bit you know very little effect usually reflection has respect well for a material like this if it was something like rust rusted paint and stuff like that you would have a lot more you know variations of that but right now for this sort of thing we don't really need a reflection map well I do want the roughness map so I'm going back here and I'm going to click on gloss why is it called gloss well there's actually two different like like sort of the 3d software community is split there's some software that calls it gloss and then there's some software that calls it roughness blending happens to be one that generally calls it roughness gloss and Ruffus I just invert it just means if you use a gloss map in a program that refers to it as roughness you need to invert it and vice versa so there's not there's no difference between gloss the roughness other than it is inverted so I'm now going to take that drag that into blender and now connect this to the roughness input and again make sure you send it to non color data okay now as I mentioned you want to make sure that you invert it so I'm going to add an a color invert drop it in right there okay and there we go now our wood is starting to take shape now by the way what this what this thing is doing right now this is our map and it's basically looking at the white values and it's making it either more reflective or less white sorry the Rafat like the glossy shiny effect like how sort of how wide that that reflection sort of looks so some parts are going to look sharper and some parts are going to look more what more softer looking right likewise more matte so that that's basically what they're doing it's very very subtle and honestly you probably won't notice that much of a difference but it is there and it is adding very very slight changes to the surface now by the way if you ever download a map and you don't like the way it looks and you think like yeah that map you know let's say I don't know maybe it was it was like that or something it's like I don't like to look at this map what you can do and that's why I included this in the PBR material download is this Lessmore slider it's a special math slider that I created that allows you to exaggerate or decrease any map and it basically just just allows you to like make it go further to white or further to black it's just a really handy slider that just gives you control what like it gives you the control that this thing has that you lose when you add in a map like that so you put that in between it and then you now have full control so that if I want to have you know if I want to make it look more I can go like that or vice versa but this actually looks pretty good whoops like that so alright now that's that's pretty good right well in some specific cases some materials you might want to use a displacement map so a displacement map looks like this much this is black and white image but generally like if you've seen my micro displacements tutorial or you've you know maybe we've doubled in this didn't even go displace you know you you maybe use a black and white displacement map before but you can also use it in conjunction with a normal map which is what I want to show you right now so right now the bump map is influenced by this normal map here which is this you know this dis fine grain across it whilst also adding the the gap like between the planks of wood right but this one here will also if I just download you like to be able to see it but it will add in a different type of Bob map now honestly this is completely vary depending on what materials you download or whatever you might have different things but I just want to show you how you can combine a normal map and a black and white bump map together to create something you know even better so I'm going to take this oh by the way up let me put this in our to show you where I meant that there's two has displacement and then there's displacement 16-bit 16-bit just means it's saved as a TIF file which has 16-bit color range so sometimes if you're using a displacement map and you've got it affecting geometry or whatever you can see like stepping that effects like this jagged edge and that's just limited to the JPEGs compression so I just generally if you see 16-bit why not use it it doesn't really cost you anything in render times so just use it so I'm going to set this to non color data and let's just cut the connection from the for the normal map there now this is what this looks like and just I'll show you so that you can see that it better I'll just drop in a color on node just so that we can see it okay so what this map is doing if I just tweak this a little bit you can see it a little better you can see that it's it's the actual angle of the planks of wood okay and also just very slightly there is also a little bit of the wood vein enos like this sort of vein effect that appears across there okay now sometimes this data could be included in a normal map but we actually separated these two maps deliberately to give you more control so you can have this normal map here which is controlling mostly the planks of wood like the amount of bump that looks between the bombs and then you can also use this to control how tilted the planks look as well as the veins of the wood there so let's just remove that colorramp node and what I'm going to do to make this affect the bump because this is a black and white node we're actually going to use a bump node this one here drop that in there and then take that and put that into the normal input of our PBR shade of there and oh make sure that's in the height input not the normal input okay so now that we've done that you can see that it looks a little bit different than the one that was there not too much but it's sort of like you know it's a different server Bay it's got this sort of like tilted sort of a look going on but the wood vein enos effect that you saw when I was showing you before seems to have disappeared or it's at least very very tiny now I only literally I think I just learned this like three hours ago right but normally when you're playing with this bump node you generally just play with this strength value and I generally don't pay much attention to this distance until I had this problem and I'm like where is the veiny effect that appears across here well if you increase this distance you will start to see it it will start to pop up then you can turn down the strength of it here and as you increase this distance it's basically it's like it's exaggerating a parallax effect and actually asked on Twitter somebody help me understand what this distance value does because if you look at the blender wiki it's got like very just says like it's a multiplier for the strength or something which isn't exactly true so I asked for help and somebody basically help me understand it's basically reaching further into the black and white image sort of deeper to find more data like like across a gradient it's looking deeper into it that's that's the myosin so most textures I think you use what you won't need to adjust a distance value but sometimes it can help and in this case it definitely does because that that veiny effect was so subtle and so very hard to see that you can only see it when you increase your distance value so I've turned this up to eight and now that I've done that you can see when I turn the strength way down you can see that it's just so it's very slightly there whilst the planks isn't too much because always we didn't have that if it was at the default default value if I like had to ramp this up to like ten or something like that I can see the veiny effect but look at these playing like misters gaps here they're horrendous so I so you don't want that so you want to keep this strength value low but instead increase the distance now again honestly like it's one of those things it's like terminology and 3d and stuff like I don't I don't fully understand what these two values are doing that's sort of how I'm understanding it the range it's reaching into it she's got a better explanation do let me know but that's how I I'm sort of going off it okay now in this case we've got this button that but it's now replaced our normal input here so how do you combine a normal map with a bump map well you can actually take the output from your normal map and drop it in there okay so again this normal map is contributing a very fine amount of detail like a grain across the wood whilst also giving some more like refined edge to the gaps like it's basically the gap effect of the bump whilst this is adding the Tilted plank effect with some wood vein going across it so now together they look like that which as you can see is now starting to look really really cool so you can see now why we why we separated these two maps here because you can now control like like how old you want the wood to look like how you know like the planks is like really twisted or whatever how much of that wood veiny effect do you want to see because it can sort of have the effect of making the would look really old right so you can control out there whilst also controlling how big you want the gaps to appear in between the in between the planks of wood so I might keep that it's sort of like a - and I'll keep the other one at a point eight and there you go so that looks pretty nice now this is honestly it's starting to look like a really nice material for wood but there's one thing that is missing okay and that is that every single material every single material unless it's in a vacuum somewhere it has surface imperfections so by that I mean other elements of the real world are impacting its material by adding dirt dust smudges it's being interacted it's being knocked by things if it's like a piece of machinery it's got scrape marks on it so you want to sort of think about like you first finish the material and you make the material look nice and then you want to think about in my situation in my story the scene that I've created how would this material be be interacted with so in the case of a wooden floor I mean even a brand-new wooden floor that's just been laid down I mean the Builder is still going to be clapping across it with it with his shoes on there's always going to be footprints there's going to be smudges think about like when you are when you polish a wooden floor or you mop it there's going to be mop marks and your eye the wreath the part part of the reason that this wooden floor right now looks a little bit CG is that you can't see any of that in the material so that's what I want to add right now so I'm going to go back to pull it on let's go back to the category we're going to add the put the category on the home page which I mention that before it's really weird that you have to cook the X and then it goes to the category but anyways and then down here you've got one that says so imperfections so this was a special type of texture that I wanted because I know that when I was doing the architecture Academy I was like how I make you know the floor look like real floor like wood no footprints and stuff and I wanted a texture like this and there wasn't any like little footprints across like a black-and-white map and there wasn't any other come on so uh so I you know we created it so we've got a bunch of different ones here the one I'm going to start with this one is wiping residue which is just a general sort of one that it could be used on a countertop or a table something like that to give that effect of like like wiping and it comes to be used on floors to look like like a mopping sort of effect we're going to use it really subtly so I'm just going to go to overlay here and I'm just going to click as well use 16 K 16 K a little bit overkill isn't it I guess I could go on three but any place will download it at 13 Meg Jesus that's a lot yeah it took me awhile iti remember when I was learning how 3d like you look at the size difference here 3 Meg versus 13 Meg and it's only double in size and it took me for it and like like when you know when you render something let's just drag this in here so we can see well you know what you render something in blender and like this is set to 50% and then you set that to a hundred and then you re render it and it takes way longer it's actually four times as long some of you already know this one yet duh but it's four times as long and I'm like however I post it online like I don't know eight years ago like why is it it should be double the time not four times as long as someone's like no because it's double both pixel like the horizontal and the horizontal and the vertical axes so you're actually quadrupling the number of pixels that you're rendering so same with that image textures that's why this one is four times what this one is despite only being twice the resolution and it's kind of pointless anyway so this is what this one looks like a fire control shift click on this you can see what our our servers imperfections look like cool nice little mopping mark right so how we influence the the shader now when you're adding initiating you want to think about the material and logically how would this wiping affect our material here it wouldn't affect the normal map like if you added this in here this wouldn't make sense right because that now looks like it's been engraved by some machine that doesn't make sense you can't just add it in anywhere because it'll just completely break the realism you want to think carefully about which part of your material you want to add in this detail too so there are two places that you could generally like in this this sort of thing that you would add it in one is to influence the diffuse so you could drag it and drop it sort of in there obviously not by itself but you know you get at the point and that is sort of like like dust like dirt like a physical material on another material so like trying to think okay so I don't know maybe you've got a scene and it's a garage but there's been a sandstorm and it's blown dust in through the doors that would be the dust would be physically another it would be a diffuse material on top of another material so it would be influencing the color of that material the other place and in this case if you want to make it look like it's been mopped like we think about like if you take your finger and you run it across your phone like this so we probably we need to do it because you can actually see it it is influencing like you can even see it in the camera it is influencing the the reflection the amount of shine like it whether it's like a sort of a matte sort of look or whether it's a really sharp reflection so that's where I want to use this I want to use our wiping residue in between Chea this roughness I want to influence the roughness so to do that what I'm going to do I'll just drag this out here and we want to keep our connection with the roughness this one right here and lo is getting really loud so like I have to talk over the top of them but then I listened to the recording later on it's not that bad so I'm hoping you guys can't hear the victim Owen is Lord but anyways so you can see this is how our current roughness map looks like so we want to add this map over the top of it you don't have to get complex enough to think like ah this must be some special no they have to do to influence the roughness we're just dealing with two black-and-white images so how do you add two black-and-white images together you do it with a mixed RGB node you put one in the top input the other in the bottom input generally the one that you want to have control over and then you set this to screen in order to take the white values from it and ignore the black values if you wanted to take the black values then you could multiply but in this case we want to use screen and now that I've done that you can see that if I set that to zero it's now using 100% this the original roughness and then if I turn this up it's now adding that 100% over the top of the original roughness so now that when that's connected that's that's connected for goodness sake why don't I start whenever I do in the tutorial by now this slider here is sort of like my mop slider like how much mop implements do I want to have in this texture here so really really cool and also if you if you find that it's not enough what you could do is you could use that less more slider to actually sort of turn down the original so it looks a little bit sharper and reflection and now this one over the top of it is now sort of adding more influence to it like that you could even increase it even further if you wanted to see it a little bit more but you can see it's very very soft but it's just a slight amount of you can see like especially just in the reflections there some of the edges sort of has this rock sort of look to it I got to pause the recording so I can check if you guys can hear this and two hours later he has finished back to the tutorial so um it looks pretty good how this is right now but there is one extra thing that we can do so we've made this effect to smudges right we've got this nice you know this mopping smudge sort of effect going on right but there's something else so we want to add something to effect the the diffuse to make it look as though there is some dust or awesome you know like if you look across a floor if you look you know especially like it at the edges of a floor there's usually a little bit of like like white like dust or like you know the stuff that's on your bottom of your feet you know what I'm talking about it's just it's there and if your floor is missing it it's just going to ever-so-slightly look a little bit CG so we can add that in very very easily so we could actually reuse this one oh where is it this one we could reuse this and place that in the corner if you wanted to just use one but I'm actually going to use um I'm going to take a different texture off here I think I will use which one might use this one okay so one's got some nice sort of sort of look to it so this is like footprints with a little bit of I don't know some smudgy sort of patterns to look like it's sort of been smeared in or something like that so just sort of general wear and tear people walking on a floor whoops would create this so I'm just going to download this in or I could even go 8k let's go 6k and what I want to do is I want to add it in between our color map right here and and over here so once this finishes for that there we go I'll just drag this over and I'm crop it here so again just like before the way we are adding so we're trying to take the the white values and we're going to add it over the top of the diffuse so we could actually just duplicate this this screen node or the NYX RGB set to screen and then I'll set this I'll put that into the bottom input there and I'll set this to non color data oh that's the other thing I forgot now that's probably why it wasn't coming through as strong as it should the wiping there you go should be set to non color data as well so let me just actually just okay there we go now it's a lot I was wondering what I was thinking like you know just didn't look as good as the first time I did the tutorial so the first time I made this result myself and that there you go you can see the difference between setting it to color and non color data it just really shines and shows that it yeah it works on the the the material channels the way it should so there you go okay so back to this so set that to non color data put this through screen like that I blame it on the lawn long guy you know those two videos I was distracted you know thinking about what he was doing let's go with that okay so we've added that only set the screen now that's too much right now you can you can dial this back like this and that's you know it's pretty cool but this doesn't look like this just looks like paint like actual physical plane paint on it we want it to be very subtle and we really we only want to appear in ways that it normally would so this sort of thing this like spying dust is generally like if you you know when you look across the kitchen countertop and you can see like little dust particles and things that you normally wouldn't see so that's because of for now and that the sort of I guess the rougher parts are sort of more visible once you add at a greater angle if you got enough I'm talking the right way but anyways so we can actually do this very easily by adding in a fernell node right here and then using this to power B this screen value right there so you can see what I did that what it did was you see right down here right in front of a camera when I plug this in you'll see that that disappears so what this is doing is now it's now influenced by how by where the camera is position so when I'm looking dead on it's almost not there and then as I tilt down you can see it becomes more and more and more visible to the point that when it's almost right down here it's 100% visible so that's really cool now if this is too much and and like again before like we had this slider here or when you plug in this you no longer have that slider so that is where this Lessmore slider comes from very handy I use it a lot now so I'll drop that in here and now you see this is the standard Fornell effect right but then if I put it through this if I turn this if i dial this back you can see that I'm just it's the exact same for no effect but it's using its its impact so now that basically now becomes the control of this oh yeah that did this by the way if you just have a look at just this screen here you can see the fernell effect very effectively so like head on and then you can see it becomes more and more about emphasized okay so now that I've done that you can see that it's now just becoming interview sort of like I round the corner sort of where it should let me just check this through here still too much yeah so I'll dial it back to be just a fine amount like I mean point seven is probably too much I might go like minus point eight for the final one but I do just want to see it just a little bit so I'll just put it up point seven so you guys can see it a bit better but there you go so yeah so that's pretty cool on the other thing I might do also is I'll just take the output from our our wiping one here and I'll just put it through this one here so basically I want to make it so that it's both the footprints and just so that it's a little bit little bit something else I'll just put in the DP wiping effect on top of it so I'll just add in another mix RGB node here like this set this to screen and then I'll combine the two of them together and since this is going in here it's now using both of them together over the top of each other like that so now it's like it's just a little bit extra sort of like a you know pasty whiteness and in the corners there so it looks a little looks a little cool so there you go guys so that's that's basically it I might dial back that so you can see the mopping floors is too tight it's a little bit I'm going overboard here but you get the port you get the picture so this looks very I'll drag this out so you guys can see the final node set up this looks you know pretty complex and and I totally understand you know if you look at new ionic and there's how am I supposed to do is when I make a new material right so really just think it out the way that we built it so you start with the basic material so using the correct maps using a diffuse map then you're using the gloss to power the gloss and then the normal map to power the normal map here and then as well as that for a little bit of refinements I put it through I use the height map okay so they went through there and then for that extra amount of that extra push to make it just look really just that better touch more realistic we added the surface level detail the surface imperfections to make it look like it's been interacted so for that we use this floorplan pattern we combined it with this wiping smudge effect and then we combine that with the diffuse color to make it look like physical white dust dust on top of color and then put it through a fernell node dial it back very slightly and that's given in that white dusty look and then to impact the roughness we just added in the the whitening effect and then combined it with our original gloss map over there together to give it just a little bit of a white white is sort of mops book on top of it which has created the final the final value there so that I mean really the way I sort of think about matures it's sort of three steps the first one is you want to have to the foundation of the material you want to have this shader okay that was the PBR bit you put in the PDR the second part is the material you put in the get all of them maps lined up for the material and then the third part is these surface imperfections those three steps shader material and then surface imperfections can be used for most materials pretty much 99% of what you do I think maybe all of them so that that's really the way you want to think about it the values that I've used for my final one are um sorry got some guy trying to buy my computer um these final values here like tweak them however you want don't think of these as the final thing like what was the value you used for this or this like really it's it's entirely up to you like there's no one like if you look at reference photos of wooden floors there's no one specific roughness like the the the roughness that appears there there's no one specific normal map every floor is different if I wanted to make this look like a more I don't know worn out for maybe a dirtier floor I might sort of push it to be sort of like that maybe sort of look a little bit more plasticky now you know so I might dial back you know the amount of the the gaps there or something like that there's there's no real like one answer like one one fits all like there's so many different types of floors you can make so really just have a look at it have a look at it and you're seen with the right lighting and just see how it actually looks and then just play with it so that's it guys thank you for watching this video if you want to see some more if you're interested in learning more about texturing click this video here that will give you the basics of texturing which is my video where I explained you know what makes up a nice material so if you want to check that out you can other than that feel free to check out the wooden materials on polygon we're adding new texture types as we go along and if you've got a request actually for a type of material that you want us to approach next just click the request a text button down there very interested to see your suggestions anyways I said guys thank you for watching and I will see you in the next tutorial bye
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Channel: Blender Guru
Views: 308,503
Rating: undefined out of 5
Keywords: blender, tutorial, wood, material, photorealism
Id: repqy81Gs84
Channel Id: undefined
Length: 38min 45sec (2325 seconds)
Published: Wed Dec 21 2016
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