Procedural Generic Leather Material (Blender Tutorial)

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in this blender tutorial I will show you how to create this generic leather material in blender now this leather material is one of three procedural leather materials which I've recently created and I'm posting three separate tutorials on my YouTube channel on how to create these leather materials so if you'd like to check out the other tutorials to learn how to create these other leather materials I'll have the links in the description but in this video I'm going to show you how to create the generic leather so here is the node setup and after we create the procedural nodes I'll show you how to join it together into this custom node group so we have the overall scale to change the size of the material and then we also have color one and also color two then we have just the leather scale and then we also have just the noise scale to change those specific textures and then we also have this noise color just to change some of the noise on the leather then we also have the roughness of the material and then finally we have three bump strengths so the leather bump strength and the noise bump strength and also the folds bump strength if you'd like to help support me and this Channel and purchase these materials and you can get them on my gumroad store and my patreon page with the links in the description and if you'd like to purchase all of my procedural materials then definitely check out my ultimate blender procedural material pack with the links in the description and you can also purchase my procedural Mattel packs if you'd like to purchase packs of 10 materials and if you'd like to learn how to create any of my procedural materials you can check out my blender procedural material tutorial playlist here on YouTube so real quick I'm going to show you my scene setup if you want to set up the blender file the same way that I have but if you want to skip this part then you can check out the timestamps in the video description and just jump to the procedural material so what I did is press shift a I went here to mesh and I added an icosphere then I pressed shift a I went here to mesh and I added a plane and this plane is going to be the cloth object so I'm going to move the plane up on the z-axis then I'm going to hit s to scale and I'm going to type in 3 and then enter so that the plane is bigger then I'm going to go into edit mode with the Tab Key and I'm going to use the object context menu and I'm going to subdivide the mesh then right behind me right after you subdivide the mesh there's that little subdivide setting there and you can turn up the number of cuts so I'm going to turn this up to 60 and this way when we add cloth physics to the mesh it'll have more geometry to work with and I can go back to object mode so then to add the physics you can click right over here on the physics properties and on the plane here we want to add the cloth physics now I'm going to scroll right down here I'm going to leave all the settings at the default except that I'm going to open up the collisions and I'm going to turn on the self collision and then also I'm going to click on the sphere here and over here on the physics properties I'm going to turn on the collision and this way because it has the Collision the cloth is going to interact with the sphere so you can now press the space bar to play the timeline and you can let the cloth simulate and right about there is pretty good so I now want to apply the physics so I'm going to click on the cloth object and we can click right over here on the modifier properties and you can see it's been added as a modifier so you can click on the Arrow here and then click on apply and then I also want to use the object context menu to shade the object smooth and then also here if you select the sphere I'm going to click on this and just apply it as well so it doesn't have the Collision now when modeling to the real life scale and blender the default primitive objects are a little bit higher than an average human so I'm going to select both of the objects and then I'm going to scale them and after I hit s to scale I'm going to type in 0.15 so just 0.15 and that way it is much smaller and I'm going to bring this down into the center and then I want to press Ctrl a and I want to apply the scale of both of these objects so this is now the object's new default size now to make the cloth look a little bit better I'm going to select the cloth and over here on the modifiers I'm going to click on ADD modifier and I'm going to add the subdivision surface modifier and then here on the levels viewport and render I'm going to turn this up to 2 and that way the cloth looks quite a bit nicer I'm also going to click on ADD modifier and here under generate I'm going to add the solidify modifier and that way the cloth has a little bit of thickness but then I'll just turn the thickness value down so that it is a very small thickness value and then I also just added a camera and I pointed the camera at the object and if you select the camera you can go over here to the object data properties and I turned the focal length up to 100 and that way it just kind of zooms the camera in and it makes things look a bit more flat and I do like that a bit better now for the lighting I added these two area lights right here so this first area light is over on this side and right over here if you go to the object data properties I turn the power to 150 and then this slide over here I turn the shape to rectangle and I turn the power to 50. and I put this a little bit behind the leather object and this way it's going to give a little bit of a rim light behind the object now to get some nice realistic lighting and Reflections right over here on the World Properties I added in the reading room hdri so this is a free hdri from polyhaven.com links in the description if you'd like to download it and I downloaded the 1K HDR version so once you've downloaded the hdri you can click on the yellow dot here next to color on the world properties and you can choose environment texture and then just click on the open button and you can open up the downloaded hdri now if you want to make the background transparent that you can't see the world in the background you can go right up here to the render properties and you can open up the film tab right here and you can check mark the transparent button and that way you can't see the hdri in the background and then also if you open up the color management right here I set the view transform to filmic and I set the look to very high contrast and this will make the final image look more contrasty and saturated so I'm in the shading workspace and I've put the 3D viewport right over here and I'm in the rendered mode so I can preview the material and then right over here I have the Shader Editor to create the procedural setup and then before we start 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 and you can go to the preferences and then over there on the add-ons tab just search for node Wrangler and you can check mark the node Wrangler add-on and I'll show you how to use it in the video so I'm going to click on the new button here to add a new material and I will rename the material and I'm going to call this material generic leather so let's start by creating the base leather texture so I'll press shift a I'm going to go to the search and I'm going to search for the voronoi texture let's drop the vorno here and then to preview the voronoi texture we can hold down the control and shift key and then select the vorno texture that's using the feature of the node Wrangler and it will preview the node on the object and make sure you're in the rendered mode here in the viewport so you can preview the texture now also with the voronoi texture selected I'm going to press Ctrl T and that's going to add the texture coordinate and mapping nodes and I want to use the object coordinates because the object coordinates will place the texture on the object more evenly so let's put the object into the mapping here and then the mapping can go into the voronoi and then I want to turn the scale down so we can see the texture better so right now the voronoi texture is a bunch of little dots but I want to make this look more like a leather texture which has all of those little cracks so I'm going to click on the F1 here and I'm going to change this to distance to Edge so now you can see that we have these little white areas and then there's all these little black cracks and then I want to make the scale very very big because the texture should be very small and I'm actually going to change this to a value value of 530 here on the scale so now we have this very detailed texture for the leather now if you zoom in very closely you can see that these lines are very smooth and they aren't very random and they aren't very rough and so I want to add a noise texture here between the mapping and the vornoy to distort the placement of the voronoi texture and add some noise to those lines so I'm going to press shift a let's go to the search and I'm going to search for a noise texture and let's put the noise texture between the mapping and the voronoi and the vector is controlling how the vorno texture is going to be placed on the object and so the noise texture because it's going through the vector it's distorting the placement of the voronoid so now you can see it looks kind of warped and random let's change some of the noise texture settings so I'm going to turn the scale way up to 40 so that it is much smaller and then I also want to turn the detail up to the max of 15 so it's very detailed and then I do want to turn the roughness up a little bit so I'm going to turn the roughness to 0.6 and then I do want to add a little bit of distortion to make it look a bit distorted and wobbly so I'm going to turn this Distortion to a value of 0.2 now the noise texture is distorting the voronoi way too much it kind of just looks like some white noise and is extremely noisy so I want the voronoi texture to have less of an effect on the voronoi so to do this I'm going to press shift a let's go to the search and I'm going to search for the mix node let's drop the mix node right up here and then I want to click on the float and I want to change it to color instead then I want to drop the mix node in between the noise texture and the voronoi and I'll drag this over so I have a bit more space so I want the noise texture color to be going into color B and then I want the original mapping Vector to be going into color a so now if I turn this Factor all the way to zero you can see the texture isn't distorted at all but then as I drag it up it's going to be more and more distorted because it's using more of color B which is the noise texture now you can see that when I drag this around the texture is being moved around a lot so to make it so it's not moving around so much you can click on the mix here and you can change it to linear light instead head and now you can see it's not being moved around quite as much but it's still being distorted now I want it to be very very subtle so on the factor here I'm going to turn this to a .005 so this way you can still clearly see the vorno texture but the edges are very noisy and random and that's going to look much better so now let's create the colors for the leather texture so I'll press shift a let's go to the search and I can search for another mix node let's drop it here and I want to click on the float and I want to change it to color instead and then we can drop the mix here after the voronoi now I want the vorno texture to be going into the factor and the factors determining where it'll be color a and where it'll be color B and so this voronoi texture is black and white and so the black and white values will tell it where it's a and where it's B because the distance is going into the factor so for color a I want to make this kind of like an orangey red color and then I want to make it a bit darker and then here on color B I want to make this an even darker color kind of more red and more saturated and will make it darker and if you want to use the exact same colors that I'm using then here on color a if you go to the hex value you can punch in 6f 3A 1f and then here on color B if you click over here go to the hex value you can punch in 4 8 1 f 1 1. so those are the exact colors that I'm using now if you zoom in closely you can see it is pretty subtle and it's not very contrasty or sharp so in between the vornoid texture and the mix I'm going to add a color ramp to make it more contrasty so let's press shift a I can go to the search and I'm going to search for a color amp and let's put it here after the vorna texture so I can now drag these around and you can see as I drag the tabs around it's going to make those white and black values lighter and darker now I actually want to flip the values so let's drag the block type over here and then I want to drag the white type over here and I'll drag the white tab pretty close to the end but not all the way and the black tab I'm also going to drag it over and I'll bring it to about here so now you can see it is much more contrasty so there are these very clear areas where it is the lighter brown and then the cracks have the darker brown you can drag this around depending on the contrast that you want so this is definitely looking like a leather texture but I also want to just add some noise all over the material to make a few parts look a bit different make some parts look lighter and other parts darker so we actually have this noise texture right here we already have this noise texture and so we can plug this into the color to add a bit of noise so what I'm first going to do is click on this mix and I'll press Shifty to duplicate it and let's drop it down here so I now want to take this mixed result and I want to put that into color a and then I want to Ctrl shift and select the mix to preview it so then we can add the noise into the factor and that way color B can be the noise so right over here let's take the noise texture factor and let's drag this over and I want to stick it into the factor of the mix so now you can see there's a bit of noise here and there and it just makes it look a bit more organic and natural and here on color B you can change this and this is going to change the color of that noise so for this this color here color B I'm going to make this kind of like a lighter brown and if you want to use the same exact color that I'm using then here on the hex value you can punch in 7 4 4 3 2 7. so now you can see some parts are a little bit lighter because we have that noise mixing in with the color so I can now take the mixed result and let's put that into the base color and then I can control shift and select the principled Shader to preview it now there is just one more thing that I want to do to the base color and that is that I want to make the noise a little bit more contrasty so let's click on this color ramp and I can press shift d to duplicate it and we want to drop it here on the wire between the noise texture and the mix so drop it right here and then I can hit the backspace and the backspace is going to reset the color ramp so I can now drag these tabs together and that's going to make it more contrasty if I control shift and select the color ramp you can see if I drag this out it'll make it more black or more white so if I control shift and select this mix right here now if I drag these together you can see that noise is definitely more contrast so I'm going to drag the black tab to about here and then also the white tab I'll kind of drag it to about there and then I can control shift and select the principled Shader and that definitely looks better now I want to make it a bit more rough so we can turn this roughness value up but I want to have some parts a little bit more rough and other parts a little bit more shiny so I'm going to drag the principled Shader back and then I want to take this mixed result and I want to put this into the roughness so this way the lighter and darker values are determining if it's going to be more shiny or more rough but I want to control this better because it's super shiny right now so I'm just going to click on this color ramp right here and I'm going to press shift d to duplicate it and we're going to drop it here between the mix and the roughness and then I can hit the backspace to reset the color ramp so if the values are lighter then it's going to be more rough so if I click on this black tab here and click on the color I can make this brighter and you can see now it's going to be more rough because it is lighter and if you want to use the same exact gray color that I'm using then over here on the hex you can punch in BF BF BF now when we join this to together into a custom node group I do want to be able to control the roughness and to control the roughness we just need to make the texture lighter or darker so I'll press shift a let's go to the search and I can search for the Hue saturation value and let's put this in between the color amp and the roughness so this value here will make the colors lighter or darker so when I drag this around it's changing the roughness of the material so we'll use that later in the custom node group now this leather material is very smooth so I want to put some data here into the normal to give it some bump and make it look more realistic so what I first want to do is make the leather look like it's a little bit folded or a little bit lumpy so what I'm going to do is press shift a let's go to the search and I'm going to search for a noise texture and let's put it here underneath the first noise texture and then this mapping node is going to control the entire scale of the material so I want to put the vector into the vector the noise texture and that way this noise texture will also be using the object coordinates and then I can control shift and select the noise texture to preview it so we're going to use this texture to make the leather look like it has a little bit of folds and make it look slightly bumpy so let's change the settings of the noise texture so I'm going to turn the scale to a value of 20 and then I want to leave the detail at 2. I don't really want to turn the detail up I want to leave the detail at 2 because if it's too detailed it'll just look very noisy but I want this texture to look like folds or make it look like the leather is kind of moving around just slightly although on the roughness here I will turn this to a 0.52 just so it has a tiny bit more roughness so I can now take the factor from this noise texture I'm going to bring out a wire and I'm going to drag this all the way over here and I want to put this into the normal of the principled Shader and then I can control shift and select the principled Shader to preview it now there's some weird shading issues and that's because we need to convert the black and white data from the noise texture into normal data that the principled Shader can use so let's press shift a and go here to the search and I'm going to add the bump node and we want to put the bump node in The Wire here before it goes into the normal and then we actually want to put the wire here from the noise texture into the height value of bump and that way it's going to convert it to normal data so now you can see the leather looks all bumpy now that is way too strong and I want to make it very subtle so let's turn the strength to a .04 but you can still kind of see here it looks just slightly folded now I also want to just add a little bit of noise all over the bump so what I can do is click on this bump node and I'll press shift d to duplicate it and let's drop it down here so we can put the normal into the normal of this bump and so now we have another height value that we can add data into so we can mix multiple bump Maps together so this top noise texture up here let's take the factor we're going to drag this all the way over and we're going to put it into the height value of the second bump and then we can turn the strength up of the bump so you can actually see it better but of course that is way too strong so I want to make it much more subtle so on the strength value here on this bump I'm going to use a value of .06 and that way there is a little bit of noise all over the surface but it is pretty subtle now I also want to add one more layer of them and that is going to be the texture of the leather so let's click on the bump node I can press shift d to duplicate it and let's put the normal into the normal and we can now put another value into the height so let's take this mix right here this mix is the color let's take the result and I can put that into the height value and then I can turn the strength up and you can see we now have that bumpy leather texture but I do want this to be pretty subtle as well so I'm going to turn this to a 0.23 and there we go we now have the procedural generic leather material so I now want to join this together into a custom node group so what I'm going to do is click and drag to box select all the nodes except the material output and then you can press Ctrl G to join it together into a node group and then you can hit the Tab Key and that's going to go in and out of the node group so let's just drag the node group over here and I can make it a little bit bigger and then I want to click here on the material name and I will copy that with Ctrl C and then I can click here on the Node group press Ctrl V and hit enter so it's now called generic leather so let's now hit the Tab Key to go into the node group and you can press the N key to open up the side panel and if you click here on group we have inputs and outputs so right here on the outputs I want to double click on this and I want to rename this to Shader because I like that better so let's now go over here and we're going to take the group input and we're going to drag this down here under the texture coordinate and then this mapping node here it is connected up to all the textures so we can use the scale values of the mapping to change the size of the entire material at once so we can take the mapping scale and let's put that here into the group input and then it's going to show up right here but I want to make it one single value not three values so here on the type I want to click on the vector and I want to change it to float instead and that way it's going to use number values now here on the default value I just want to turn the default back to 1 because 1 is the default scale and then you can see the texture disappeared that's because I need to go out of the node group and I just need to turn the scale value to 1. but now we have the scale value that we can drag around to change the entire size of the material so let's go back into the new code group now also right here on the scale there is a minimum and a maximum value and I want to take the minimum value and I just want to turn that to zero that way 0 is the smallest value so outside of the node group I can only drag this down to zero I can't drag it any further but then I can also turn it up over one if I wanted to so let's go back into the node group so I'm going to click on this group input now and I want to press Shifty to duplicate it we're going to drag it over here and I want to stick it above this color ramp and so now we can plug the colors up to this other group input node so let's take this color drag this in here and then take this one here color B and we're going to put that into the extra socket here and then this last one here let's take B and put that into the extra socket now if I go out of the node group this last color here if I change this around you can see that is the color of the noise so I'm going to go back into the node group and here on the last color I can rename this to noise color but then here on color a and color B I'm just going to call this color one and also here I'm going to rename this to color two so let's click on this group input and I'm going to press shift d to duplicate it and let's drop it right down here next to these textures so I want to have custom values for some of these textures here and this vorno texture scale this is going to change the scale of just that leathery texture so I can take the scale and let's put that here under the extra socket and then I can double click on this to rename it and I will rename it to leather scale now if I hit the Tab Key to go out of the node group you can see here's the leather scale but it's a really big number and so I have to drag it around a lot in order to see anything taking effect so I'm going to hit the Tab Key to go back into the node group and I want to make this value more sensitive so I'll press shift a let's go to the search and I want to search for the math node and let's drop the math node here after the leather scale and all the leather scale to actually be going into the bottom socket and then I want to multiply the values so that it is more sensitive so on the ad here I want to change this to multiply instead and then here on the multiply amount this Top Value I'm going to multiply it by 20. so now if I go outside of the node group because we've multiplied this value it's really big so I want to make the leather scale much smaller now so I'm going to turn the leather scale to just a value of 30 and that way it is back to its normal size and then if I go back into the node group this leather scale right here I don't want the default value to be 530 I want to change it just back to 30 because that's a better default scale and then I also don't want to be able to scale it any smaller than zero because I don't want it to be negative so right here on this minimum value I can just turn this to zero and then the mask can just be at a thousand because that's very big so if I now go outside of the node group because of that math node that we added we can just drag this way down and you can see it's quickly going to be much smaller or we can drag it way up and so this value is much more sensitive so I'll turn the leather scale back to the default of 30. and then if I go back into the node group here on this leather scale I actually want to click on the Arrow here just to bring it up so it is right here after color two now I also want to be able to control the noise scale so this first noise texture here I can drag the scale around and you can see it's going to change the size of the noise so let's put the scale into the extra socket here and then if I click on this to rename this I can rename it to noise scale and then if I click on the noise scale here here on the minimum value I also want to turn this to zero because I think that'll just be better so we can't go into the negative values so let's click on one of the group inputs and I'll press shift d to duplicate it and I want to drag it right down here kind of under this mix because I now want to add the roughness so this Hue saturation value this value is going to control the roughness so let's put the value here into the extra socket and then if I double click on this I can just rename it to roughness and let's also drag the group input down here and we can also add the bump strings so let's take this first one here and I can put the strength into the extra socket here and then I can rename this and I'm going to rename this to leather bump string and then let's do the second one here so this one will go in here to the extra socket it and this one I want to rename to noise bump strength and then the last one here let's take the strength value let's put that into the extra socket and then I can click on this to rename this and I want to rename this to folds bump string and then one more thing before I finish up the material I want to click on this noise scale and I actually want to click on the Arrow here to bring it up just because I prefer the noise scale to be above the noise color so then to make the final node setup look a little bit cleaner you can select the group inputs and you can press Ctrl H control h is going to collapse the group input so that it is smaller and you can only see the values that are actually plugged into it so I'll click on this one Ctrl H this one here Ctrl H and control h so we can hit the Tab Key to go out of the node group and here is the generic leather so we can change the overall scale of the material and then we can also change color one and we can also change color too then we also have just the leather scale and then we have just the noise scale and then we also have this noise color as well then we can change the roughness of the material and then finally we have three bump strength so the leather the noise and also the folds so there we have it there's the procedural generic leather material so I hope you enjoyed this tutorial and thank you for watching and if you'd like to help support this Channel and purchase these materials you can purchase them on my gumroad store and my patreon page with the links in the description and if you'd like to purchase all of my procedural materials then definitely check out my ultimate blender procedural material pack and my ultimate procedural material pack has all of my procedural materials pre-set up in blender's asset browser with custom thumbnails sorted catalogs and customizable node groups you can also check out my procedural material packs if you'd like to purchase packs of 10 materials and if you'd like to learn how to create any of my materials you can also check out my procedural material tutorial playlist here on YouTube so I hope you enjoyed this video and thank you for watching
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Channel: Ryan King Art
Views: 24,626
Rating: undefined out of 5
Keywords: Ryan King Art, Blender Tutorial, Blender, Ryan King, Tutorial, leather, blender, shader, material, procedural, procedural leather, leather material, procedural shader, procedural material, leather shader blender, leather material blender, leather tutorial
Id: In9V4-ih16o
Channel Id: undefined
Length: 24min 53sec (1493 seconds)
Published: Tue Apr 11 2023
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