Procedural Wood Plank Material (Blender Tutorial)

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in this blender tutorial I'll show you how to create this procedural wood plank material and after we create the procedural material I'll show you how to join the material together into this custom node group so that you can control the look of the material so we have the scale to change the size of the material so you can change this depending on the size of your object then we have two different colors for the woods so we have a lighter color and then we also have a darker color so if you want like a lighter wood you could turn the darker color up you can see the wood looks quite a bit different then we have the noise scale one and then we also have noise scale 2 so that can really change the look of the wood then we have these really cool values here these texture variations so by changing these values you can get lots of different wood variations you can see that now looks like a completely different wood just by changing those two texture variations then we also have this noise detail here this will just make the noise more or less detailed so you can turn it down a little bit if you want and then we have the voro detail and then also the voro detail too so those can definitely change the look of the wood then we also have the knot scale so this wood actually has some little knots so you can make the knots of wood bigger or smaller and then we have the knots Darkness value so if you want those knots to be less visible or more visible you can just drag the knots Darkness then we have the roughness of the material so if you want the wood to look more like it's painted or polished or has some kind of finish on it you could just change that roughness to make it more shiny then we have a few different bump strengths so we just have a noise bump strength which is just some noise all over the wood we also have the knots bump strength to make those look more bumpy and then we have the wood bump strength which is just that base wood texture and if you'd like to purchase this procedural material and help support the channel then you can get that on my gum store and my patreon page the links are in the description now I've also created another 10 procedural materials and so I've just updated my ultimate blender procedural material pack so my ultimate blender procedural material pack comes with all of my procedural materials and they're all preset up for blender's asset browser with custom thumbnails sorted cataloges and customizable node group and every time I create another 10 procedural materials I update my ultimate material pack so if you're one of my existing customers that you can just redownload the product files and reinstall the ultimate material pack in the asset browser to get all the new updates with these new 10 procedural materials and I also sell packs of 10 procedural materials so I've also just released blender procedural material pack number 18 I'll have all those links in the description all right so I'll now show you the 3D setup if you want to set up the blend file the same way that I have so I want to preview this material on a sphere so I'll go to the add menu and I'm going to add an icosphere and then right behind me when you open up the add icosphere settings right after you add the icosphere I'll turn the subdivisions to six so it is nice and smooth and round and then I'll scale this object way down to like a01 so it's a better size using the real life scale and blender I'll press crl a and I'm going to apply the scale so this is the default size of the object and then I'll use the object context menu and shade that smooth let's also go to the add menu and I'm going to add a cube because I want to actually preview this on a plank of wood I'll also scale this down to a 0.1 and then press CR a and apply the scale and then I'll go into edit mode and I'm just going to scale this down to the size of a plank of wood I can also bring it over and kind of rotate it kind of rotate it up like that and then I want to add a little bevel to the edge of the wood so I'll go to the add menu I'm going to search for the bevel modifier and we're just going to add a bevel modifier here on the modifiers and we will turn the amount way down so it's much smaller and let's turn the segments up to maybe like a four so we're just going to have a tiny little bevel on the edge of the wood and then we'll use the object context menu and shade it smooth now it may be a little bit hard to see but on the edges the edges of the wood don't look super sharp and so what I'm going to do is click on ADD modifier and I'm going to search for the weight to normal so I'll add the weighted normal modifier now you can see right down here it's going to say that you need to enable the auto smooth so use the object context menu and we're going to choose the shade Auto smooth so you can see before when it's set to shade smooth you can kind of see it on the edges it kind of looks a little bit smooth which is a little bit weird kind of on those flat areas you might be able to see it better in the reflections of the mat cap but now if I shade Auto smooth it looks quite a bit more crisp and sharp then I also added some different area lights right here so I added these two area lights so this first one here I kind of scaled it up and pointed it here on the back and I set the power to 10 and I made it a slight yellow color and then this one right over here this is a more yellow color and also I set the power to 10 and I kind of put this one behind the objects to give some nice lighting and and then I did also add in hdri to get some realistic lighting Reflections so if you go over here to the World Properties I added in this machine shop 02 1K hdri so this is a free hdri from poly haven.com the link will be in the description if you'd like to download the same hdri that I'm using so once you download the HD you can click on the yellow dot here next to color you can choose environment texture and then click on the open button and open up the hdri and again I downloaded the 1K version and the HDR version and then also just to make it a little bit less bright I turned the strength here down to a 7 and then also I added this camera here and I just pointed the camera at the objects and if you select the camera and go to the camera settings I turned the focal length to 90 because it just zooms the camera in a bit and makes everything look a bit more flat and I like that better and then just a couple other settings that I'm going to go over I'm going to be using the Cycles rendering engine because I'm going for realism and then also let's open up the film tab here and I check mark the transparent button just so the background is transparent so you can't see it and also here on the color management if you open up the color management I set the view transformed to filmic and the look to very high contrast just to pop out the colors and make everything more contrasted and saturated all right so I'm in the shading workspace so I have the 3D viewport right over here and I'm in the rendered mode and then I have the Shader editor right here so I'll click on new to add a new material and I'll just rename this material to Wood Plank and then I'm also going to be using the node Wrangler add-on to preview the different nodes so if you don't have the node Wrangler enabled you can click on edit you can go to the preferences and then over there in the add-ons tab if you go here to the search you can search for the node Wrangler and just check mark the node Wrangler add-on so it's built in a blender and I'll show you how to use it in the video so we can close blenders user preferences all right so then also make sure that you have the same wood plank material on both of these objects so I'm going to go to the ad menu and I'm going to start to search for a voro texture and then using the feature of the node Wrangler you can control shift and select the voro texture to preview it and also with the voro texture selected I'm going to press contrl t to use the texture coordinate and mapping nodes and I want to use the object coordinates so we'll put the object into the vector and the object coordinates are going to place the texture on the object more evenly and you can turn the voro scale up so you can see it better now because this is a little bit of a complex material I want to keep my nodes nicely organized so I'm going to click and drag to box like these two nodes here and I'll press contrl J contrl J will join them together into a frame and then I can select the frame and I can press f2 to add a label and I can call this mapping all right so now we can change some of the voro texture settings so I'm going to turn the scale to a seven I also want to turn the detail to zero and then I'll leave the other settings how they are now this doesn't really appear as though it's doing much but what I'm going to do is add a noise texture here between the mapping and the voro and the noise texture is going to distort the placement of the voro texture because it's going through the vector so we'll go to the ad menu and we're going to search for a noise texture and let's put it here between the mapping and the voro so now it's going through the vector so it's going to distort the placement of the voro so you can see now it looks kind of distorted let's change some of the settings of this noise so I'm going to turn the scale to a 3.5 let's also turn the detail to the max of 15 and the roughness here I'll turn to like A8 and then also this Distortion here I'll turn that to four so that looks more distorted now I want to stretch out the wood texture to make it actually look more like wood so I'm going to go to the ad menu and I'm going to search for another mapping node and we'll put this mapping node after the first one so now this mapping node because it's going into the vector it's going to change the placement of the textures so we can for instance rotate or move or scale the textures so I'm going to scale the texture to kind of stretch it out to make it look like wood so on the scale X here I'm going to turn this to a 5.5 and on the Y here I'm going to turn this to a045 and then I'll leave the Z at one so you can now see it looks like the texture is stretched and then also one other thing that I want to do is I want to use the factor value instead of the color so we'll put the factor into the vector all right now I want to have two different wood textures and we'll mix them together to make it more interesting and give more detail so I'm going to hold down the shift key and select both of these textures and I'll press control shift d so control shift d will duplicate the nodes but it's going to keep the wires plugged up so they're both plugged into the mapping and let's control shift and select this voro texture to preview it and I can change some of the settings so I'll turn the scale to A6 and the detail all turn up a little bit to like a point2 so it has a little bit of detail all right so then we can also change the noise settings so on the scale here I'll turn this to a 2.5 instead and then I also want to turn this roughness down a bit to like A4 five so it has a bit less roughness and then I'll leave these settings how they are so you can see now we have kind of a larger wood texture there's kind of some bigger spots and they're not quite as detailed and then if I control shift and select this Forno texture this one is kind of smaller and has more detail so now you can see we have two different textures here and I want to mix them together to make it look like a really interesting wood so I'm going to go to the ad menu and I'm going to search for the mix color node because the mix color node can mix multiple colors together so we'll drop the mix color node right here and let's bring these over so I have a bit more space so I can now take the voro distance and I can put that into color a and then the other voro distance let's put that into color B and I'll contrl shift and select the mix to preview it now the factor is going to change how much we're using of each one so only color a or only color B however I don't just want to mix between them because I want to be able to see both of the textures that we're mixing together so what we can do is change the mix type here to darken instead and this way it's just going to add the dark values so now as I turn the factor up you're going to be able to see both of them so you can see right now it's just showing the top one when the factor is zero it's only using a but then as I turn the factor up it's going to use more and more of just the dark values from the bottom one so now we have a really interesting wood texture there's kind of some bigger details and some smaller details so let's box select all these nodes I'll press contrl J to join it together into a frame if I select the frame and press f2 to give it a label I'm going to call it wood texture because this is the base of the wood now I also want to create the knots so we're going to create a different group right here of textures which is going to be the knots so I'm going to start off by going to the ad menu and I'm going to search for a voro texture let's place it here and I can control shift and select the voro to preview it and we want to take this mapping vector and we want to put that into the vector of the voro so again it's using the object coordinates now this voro here if I turn the scale up you can see there's going to be a bunch of little dots and so we're going to use that to actually create the wood so let's change some of the voro texture settings so on the F1 here I want to change this to smooth F1 so the edges are much smoother you can see that looks a lot better now let's turn the scale to just like a 16 cuz I don't want them to be too big I don't want to be able to see too many of them and the detail I'll turn up a little bit to like a 0.5 but I don't want to turn up too high and then I'll leave the other settings how they are now I want to make this voro texture more contrasty so you can see the circles better so we go to the ad menu and we're going to search for a color amp we'll put the color up after the vorno distance and then we're going to drag these two values together and by dragging them closer together they'll be much more contrasty so I'll just drag these two about here so the black one there and the white one there so you can see that a bit better now these don't really look like wood knots right now cuz they don't really have any detail so I'm going to be going to the ad menu again and I'm going to search for another another noise texture and we're going to put this noise texture here after the color ramp so because the noise texture has lots of noise data we're now putting the voro into the vector of the noise and so now it's distorting it so now that looks more like wood knots cuz they have those little circles there and it's more detailed let's change some of the noise settings so I'm going to turn this scale to like a 20 and I'll turn the detail to 15 so it's very detailed and I'll leave the other settings how they are now right now it's distorting it way too much so it just looks like a bunch of little rings and so I want the voro texture to have less of an effect over the noise texture so to do this I'm going to go to the ad menu and I'm going to search for the mix color we'll put the mix color after the color ramp so just stick it right there so now this mapping isn't distorted at all but the voro is very distorted so what I'm going to do is hold down the shift key and right click and drag over this wire and let go and this is just going to add a reroute so we can now just take the reroute and we're going to plug this here into color a of the mix and then this color amp color that is going to go into color B so now what this mix is doing is it's mixing between the original mapping which isn't distorted and this color ramp which has these little dots so we're mixing between them so now I drag this Factor around and you can see it's going to blend between them now what I want to do is take this mix here and I'm going to change this to the linear light so change it here to the linear light now I can control shift and select the noise texture and so it's going to control how much it's distorting the noise so if I turn the factor all the way down you can see it just looks like the noise isn't distorted but then as I turn the factor up it's going to be distorted more and more however it's just being distorted where those voro dots are so it's kind of adding those little Rings now I want this this to be a very very small number so I'm going to turn the factor to a 02 so now you can see it just looks distorted a little bit it's kind of noisy there around those dots so that's what we're going to use to create the knots in the wood now I want to make this more contrasty cuz it's pretty gray right now so we'll take this color amp we'll press Shifty to duplicate it and drop it here after the noise and then I can drag these values around just to make it more contrasty so we'll drag the black tuab to about here and the white tab to about there so now you can really see those knots a lot better now there's a problem with this and that is that there's lots of little noise here and I want to just be able to see the knots but I don't want to be able to see all these little bits of noise so what we're going to do is create a mask and basically mask out these other spots so we can just see where the knots are so to do this I can duplicate this color ramp again and let's control shift and select the color ramp to preview it and I'm going to take this first color ramp and we're going to put that into the factor and then I can drag the white and black values around and I'll put the black tab to about here and the white tab to about here so now you can see that we're basically just making this color amp more contrasty so it's a bit bigger so this color amp here we're going to use as the mask to tell it where we want to be able to see those knots and we're just going to see the knots where the darkart parts are so I'll go to the ad menu and to mix them together I'm going to search for another mix color and we'll drop this here and so we're going to plug the color ramp color into the factor and then this bottom color ramp color this one is actually the knots the color is going to go into color a and then right here on the mix type let's change this again to the linear light and let me just contrl shift and select it so we can preview it so because this color amp is going into the factor this is determining what parts will be color a and what parts will be color B so now here in color B we can just make this fully black so basically if I control shift and select the color ramp wherever these black parts are that's going to be the knots but then wherever the white parts are that is going to be this color here which is color B so now we're just seeing the knots but we're not seeing the noise so we're basically using this to just mask Scout wherever the noise is and just see the noots so now what I want to do is zoom out here I want to box select all these nodes press contrl J to join it together into a frame I'll select the frame and press f2 to add a label and I can call it knots and then just to keep my nodes nicely organized because this is getting a little bit large it's kind of a bigger material I'm just going to kind of compress these nodes you can just do whatever works best for you I'm just going to kind of compress these down let's box select these nodes and bring them back and what I can actually do is just kind of Dr these nodes out just to make it look a bit more organized so now we have kind of the wood texture here and the knots here so now that we have both of these textures we want to mix them together so again just like we did before we can go to the ad menu and we can search for a mix color to mix the different colors together so now this top one here this is going to go into the factor and then we're going to take this dark in here and we're going to put this into color a and then let's control shift and select the mix and here on the mix type I just want to add the light values so we're going to turn this to lighten now why I'm doing doing this is because I want to be able to control how visible the knots are so you can see right now we're mixing them together however it's kind of hard to see the knots but if I take color B and make it lighter or darker that will allow you to see the knots better so if color B is fully white it's just going to add those lighter values and so now you can see the knot it is a little bit subtle but you are able to see the knot if I however turn it down the knot is going to become invisible so specifically I'm going to go with a very light gray color and if you want to use the same color that I'm using here on color B you can go to the x value and you can punch in E4 E4 E4 so the knots are just barely visible but they are hard to see and so I'm also going to be doing this so that I can control the visibility of the knots in the custom node group now to actually control the visibility I can go to the ad menu and I can search for a hue saturation value so we're going to drop the Hue saturation value between this linear light here and the light in now the value here this is going to make it lighter or darker so you can see I can just now drag this value and you'll be able to see the knots better or they'll become invisible so we'll be using this later in the custom node group so let's box select these two nodes I'll join them together into a frame and I can click on the frame and add a label and I'll rename this to mix knots and wood just to keep my nodes nicely organized so I can kind of see what they're all doing so we're using these two nodes to mix the knots and the wood together all right so let's now create the base color so I'll go to the add menu and I first want to make it more contrasty so I'm going to add a color amp drop it here because right now this wood texture is pretty gray so to make it more contrasty we can take the light and result we can put that into the color ramp and then we control shift and select the color amp to preview it so again just like I talked about earlier if we drag these two values together they're going to be much more contrasty so I'll drag the white tab kind of to about here and I'll drag the black tab over to about here so something like that so now you can just see the wood texture it's a little bit darker so now I want to add the colors and I want the colors to be customizable so instead of just changing these two colors to make the color of the wood I'm going to go to the ad menu and I'm going to search for the mix color so we'll drop the mix color after the color amp and we can put the color here from the color amp into the factor so now these whiter and darker values will determine what parts are color a and what parts are color B so for color a here I'm going to make this kind of like a light tannish peachy color and then for color B here this is going to be kind of like an orangey color and I'll make it darker so it looks more like wood and if you want to use the exact same colors that I'm using then here on color a you can go to the hex value and you can punch in D3 94 69 and then here in color B you can go to the hex value and you can punch in 4 a 2 c 1 E so those are the colors that I'm using for the wood and now you can really see those knots a bit better and it really is starting to look like wood so let's box select these nodes and we'll join them together into a frame and I can add a label and I can just call this base color to keep the nodes nicely organized and so you can remember what they do so let's take this mix result here and I can put that into the base color and I can control shift and select the principled Shader to preview it we'll drag these over here all right so that is now going into the Shader so it actually is interacting with the light now now I also want to add a little bit of variation into the roughness so that some parts are a bit more shiny and other parts are a bit more rough so to do this we'll go to the ad menu and I'm going to search for a color ramp so we can change the colors and we'll take the light and result and I can put that into the factor and then what I can do is take this color amp color and I can put that into the roughness so now if I drag these around you can see that some parts are going to be more rough and other parts are going to be more shiny now I'm going to drag these two back here and I do kind of like how the roughness is however I want everything to be a little bit more the same and I want everything to be a bit more shiny so on the black tab here if I turn the black tab up you can see it's going to be a bit more rough so I'll just turn this to like a very very dark black color so something like that so A very dark gray but then this white color here this color I'm going to make a bit darker so that everything is a bit more shiny and if you want to use the same exact colors that I'm using the black color is going to be a hex value of 1 16 16 16 and the light color this is going to be a hex value of e EC EC so later on the video when we create the custom node group I want to be able to actually control the roughness so if we make the values lighter or darker that'll change the roughness so we can just go to the ad menu and we can search for the Hue saturation value and we'll put this after the color amp and so now we have this value here and the value is just going to make the entire thing lighter or darker so if I turn it way down you can see it's super reflective and it looks like a polished wood so that's what we're going to use later in the custom node group so I'll box select these nodes and I'll join them together into a frame with contrl j i can select the frame and press f2 to add a label and I can just call this roughness because these are creating the roughness map all right so the wood looks very smooth right now but I want to make it look more bumpy so we're going to add some values into the normal to give it some bump so first let's go to the ad menu and we're going to search for a bump node and the bump node will allow us to convert color data into bump data so the first thing that I want to do is add the wood bump strength so right here if I control shift and select this darken you can see this is the wood and so I want to take this darken result and I'm going to put this into the height value of the bump to convert it to bump data and then the bump normal that can go into the normal right here the principal Shader and I can control shift and select it to preview it so now you can see it's making the wood look very bumpy and if I control shift and select the principal Shader now the wood looks very bumpy now that is way too strong so let's just turn the strength way down to just like a point two also we can add labels to nodes so if I select the node and then press f2 to add a label I can call it wood bump so wood bump now I also want to make the knots more bumpy so we'll take the wood bump I'll press Shifty to duplicate it and let's drop it down here and the normal can go into the normal this way we can mix multiple bum Maps together so now what I want to do is go up here to the knots I want to take this knots linear light here the result I'm going to put that down here into the height value and then also you can see that the wire is overlapping so if you want to change this this is totally optional but you can hold down the shift key and you can right click and drag over the wire and that's going to add a reroute and I'll drop the reroute down here and then shift right click and drag over the wire and let go to add another reroute and I can drag this up here and this just kind of makes it look a bit nicer cuz the wire goes down and then over so I just like how that looks let's also select the wood bump I'll press f2 to add a label and I can rename this to knots bump just to keep things nicely organized so if I turn the strength up you can see that is going to make the knots bumpy now there is a problem with this if I turn the strength all the way up to one you can see that there's all of this noise here now why this is happening is because it's really hard to see but on this linear light here there actually is a tiny little bit of noise you can't really see it but there's going to be values which are darker and they're lower than zero so black normally equals zero but you can actually have negative values now what this clamp result does is this will clamp the values or the colors so that white is going to be fully one and black is going to be fully zero so let me just go back here and control shift and select the knots bump if I go up here to this linear light and this is in the knots if I clamp the result now it's going to take all of the black values and it will turn it to zero so instead of having negative values so values lower than zero to actually see that bump you're just going to turn it to zero and so now that'll be fully black there so that way by clamping the result you can just see where the knots are so let's control shift and select the principal Shader now you can just see the knots they're right there and they're super bumpy so let's make it much less strong so here on the strength on the knots bump I'm going to turn this down to like a 0.15 and then also I think that inverting it works better so I'll hit invert so instead of the knots looking like they're going out now they just look like they're going in by inverting it all right now the last thing that I want to do is just add a tiny little bit of noise over the entire material so I'll duplicate the knots bump let's plug the normal into the normal here and I can also turn off the invert and then what I want to do is just add another noise texture so I'll go to the add menu I can search for a noise texture and we can put the noise texture factor into the height value and then I also want to make it use the object coordinates so we're going to take this mapping here we're going to take the vector we're going to drag this all the way over here and stick it into the vector of the noise texture and then also if you want to add some reroutes here you can hold down the shift key and right click and drag hold down the shift key and right click and drag and you can just drag the reroutes around to keep the wire is more organized so I'm going to bring this reroute over here and then this reroute down here all right so let's control shift and select the noise texture to preview it and I want to change some of the settings so I'll turn the scale to like a 45 so you can see it better so just change that to a 45 let's also turn the detail to 15 so it's very detailed and this roughness here I'll turn this to like a 6 so it's more detailed so now if I control shift and select this knots bump let's press f2 to rename it and instead of knot bump we're going to rename it to noise bump bum so now you can see it's just adding a little bit of noise over the entire material and the strength here let's turn it to like a 0.1 so it's more subtle so let's box select all of these nodes here and I'll press contrl J to join them together into a frame and if you want to like compress them down a little bit you can so I might just compress them down a little bit and then we can select the frame we can press f2 to add a label and I can just call this bump let's control shift and select the principal Shader and now we have a nice wood material with lots of bump all right so that is going to be it for the procedural material but to make this more customizable and easier to use we're going to be joining it together into a custom node group so I'm going to click and drag to box select all the nodes I'll press contrl gtrl G will join it together into a node group however when you're joining it in together into a node group make sure you don't have the material output selected so box select all the nodes except the material output and press contrl G now to go in and out of the node group you can hit the tab key so with the node group selected just hit tab to go in and out of the node group so let's drag the node group way over here and I can drag it out to make it much bigger and then also I'll copy the name and I'll paste the name here in the node group so it is called wood plank so now we can add up all the custom values to the node group so I'll hit the Tab Key to go into the node group I'll press the N key to open up the side panel and you can see if you click on the group tab there's going to be an interface and right here on the bsdf I'm just going to rename this to Shader because I like that better all right so let's make this a lot bigger so we have more space and we can now add up all the custom values so if you you go over here to this side we now have this group input and we can plug values up to the group input to control those values outside of the node group so let's first control the scale of the material so this mapping node is plugged up to all the other textures so this mapping scale will control the size of the entire material so we'll put the scale into the extra socket there and then if I click here on the scale you can see it's going to be three different values because it's a vector but I want to make it one single value so let's click on the vector type here and I can change it to float now the texture goes away and that is because we need to turn the default value to one and then if I hit tab to go out of the node group we need to turn the scale back to one so now we can go back into the node group and we can add the colors so we'll take the group input and we're going to drag the group input way over here just so we can bring it over here to the base color and let's plug color a into the extra socket and then color B plug that to the extra socket and then I can just rename these so you can rename it to Wood color or whatever you want I'm going to call these color one and then color two now I also want to control the noise scale so let's take the group input and we're going to drag it way back here behind this wood texture and we have two noise textures so I want to plug the scale of both of them we're going to plug them here into the group input so it'll take the first scale plug that into the extra socket and the second scale plug that into the extra socket and then I can double click on them to rename them so I'll rename this to noise scale one and then also the second one here let's call this noise scale SC 2 and then I want to control the variation of the texture so this voro texture here and this one here these also have scale values and you can see by changing the scale values it's really going to make the wood look different so we'll put this scale into the extra socket and then this scale here put that into the extra socket and then if I double click on this to rename it I'll rename this to texture variation one and then this bottom one here this one we're going to rename to texture variation 2 so if I go outside of the node group you can see there they are so I can drag these around to change the texture variation let's go back into the node group now these noise textures both have detail values and I want to be able to control the detail so let's put the first detail here into the extra socket and then the second noise texture detail we're going to put that into the same socket and by putting them into the same socket both detail values are going to be controlled by this single value and I can just rename it and I'll rename it to noise detail and then I want to control the voro detail so you can see these both have detail values these voro textures so put the detail into the extra socket and then this detail here put it into another extra socket as well and I'll rename the first one to voro detail 1 and then the second one here we'll rename this to voro detail 2 then I also want to be able to control the scale of the knots so I'll drag the group input right up here and this voro texture has this scale value so this will change the size of the knots so I'll put the scale into the extra socket there and then I can double click on this and just rename it to like knots scale now I also want to be able to control how dark dark the knots are if you want to see them better so let's just click on the group input and I'll drag it way over here and you can see the mix knots and wood this has a value and we can drag this up and down to make it more visible cuz this is controlling the brightness so we'll put the value into the extra socket there and we'll rename this to notot Darkness and then I want to be able to control the roughness of the Shader so we have this roughness value here and kind of just like this one it has a value to make it lighter or darker so this will control the roughness so we put the value into the extra pocket here I can double click on this and rename it to roughness and then the last thing that I want to control is all the bump strengths so we'll drag the group input right down here and we can now add the bump strengths so you can just add them in whichever order you want I guess I'll start down here so I'll first take the noise bump strength we'll put that into the extra socket and then the knots bump strength put that into the extra socket and the wood bump strength put that into the extra socket and then let's rename all these so that you actually know what they do so this one is the noise bump strength this one here here is the knots bump strength and then the last one here this one is the wood bump strength all right so let's click on the group input and I'm going to drag it way back over here to the very starting and then I can just hit the Tab Key to go outside of the node group and I'll hit the end key to close the side panel let's just make this bigger bring it over here and I will zoom in here and we can just review the final material to make sure everything works nicely so we have the overall scale and then we have the two different colors so we have wood color one and wood color two then we have the noise scale and the noise scale two we have the different texture variations this is probably the most interesting one to use because it really changes the look of the wood then we have the noise detail we also have the vorno detail 1 and two and this can also really change the look of the wood then we also have the knot scale then we also have the knots Darkness if you want to be able to see the knots better or just get rid of them we also have the roughness of the material if you want to make the wood look really shiny or really rough and then we have the noise bump strength we also have the knots bump strength and then finally the wood bump strength all right so that is going to wrap it up for this procedural wood plank material so I hope you enjoyed the tutorial and thank you for watching and if you'd like to purchase this finished procedural material you can get that on my gum Road store and my patreon page the links are in the description and purchasing is a great way to help support this Channel and if you'd like to purchase all of my procedural materials then definitely check out my ultimate blender procedural material pack which comes with all of my procedural materials preset up for blender's asset browser with custom thumbnails sorted catalogs and customizable node groups and because I've just created another 10 procedural materials I've just recently updated my ultimate material pack with all of these new materials so if you're an existing customer just redownload the product files and set it up in the asset browser to get all the new updates with these new materials or you can just purchase these materials here these are my 10 newest materials by purchasing my blender procedural material pack number 18 and you can also purchase all of my materials individually on my gum store and to learn how to create any of my procedural materials you can check out my blender procedural material tutorial playlist here on YouTube again links are all in the description so I hope you found the video helpful and thank you for watching
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Channel: Ryan King Art
Views: 20,356
Rating: undefined out of 5
Keywords: Ryan King Art, Blender Tutorial, Blender, Ryan King, Tutorial, wood, plank, wood-plank, material, shader, procedural, procedural material, procedural shader, procedural wood, plank wood, wood material blender, wood shader blender, blender tutorial
Id: 27AoKoTv7Q4
Channel Id: undefined
Length: 33min 12sec (1992 seconds)
Published: Wed Mar 20 2024
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