Thus far the best wood-material I came across. Only one hint for making it better... there should be a simple way to lower the amount of knots. And better not size/variation control. After all, those knots were branches, and a naturally grown tree has a limited mount of branches going out from the trunk of the tree. It would be great to have a almost knot-free variant too for smooth pine-planks or the likes.
You know, I was going to pass this video up because the thumbnail looked like a wood photo and I thought that it was going to be one of those videos that had a photo to lure you in then give you a crap material that looked like cartoon coloring. This is the real deal.... This was great. Going to create this and work it into my assets. Thank you!
This is one of the best procedural material explanation I've ever had the pleasure to see. And the output is, with a bit of work to set up a node group, a wood material completely controllable from distortion to knots size and color, to bump, to cracks....wow.
This is brilliant! I love how you explain what individual nodes do instead of just adding them and admiring the final result. I didn't even know that I was missing that in other tutorials! Please, do more videos like this one.
I sure hope you bring some new stuff out soon, this has been an absolute goldmine for learning things properly instead of doing a, b, c and not knowing why you're doing them. Thank you
1) "...because these are cracks" I would also control specularity with these, not just roughness. The reference image shows these cracks to have complete loss of energy, something roughness can't do on its own. 2) For bump I always use strength 1 and distance set to whatever physical height they should be (1mm or below) - this creates the same normal modification as real displacement. So I often use microdisplacement while previewing the value; are the bumps going in the correct direction, and check if my math setting all this up introduce any unintentional discontinuities that may be hard to spot but still produce unwanted artifacts. Probably more important if starting to mix in bump for whatever chosen way to do floorboards. 3) Don't use excessive generator detail. Try to keep it as low as possible and see if adjusting roughness (noise node) can achieve similar results without additional cost. Detail (octave) is expensive. 4) Be *VERY* careful with brightness/contrast node. As it don't have a clamp option you can inadvertently end up producing albedos outside accepted ranges, even suck energy out of the result. You can clamp it with a color ramp that does nothing, but I prefer contrast and gamma control using custom perlin fBias and fGain functions in nodegroups (within my math library). 5) For similar reason, be careful with the musgrave too unless it goes through a color ramp. Previewing with bump or displacement shows its real values much more clearly. 6) If the input coordinate is 2D (UVs), try to stay with 2D generators. Not sure what the 2D-3D cost difference is, but it's very noticeable going 3D-4D. Smooth voronoi is also very expensive. 7) Since using many generators, consider saving out the result as 8k images and make them seamless. For flexibility, since image based box mapping can't be rotated, I'd suggest saving out both as vertical and horizontal orientation (swap UV -> VU). This is my preferred way to do floorboards and such; high resolution random lookup for each "plank" - there will be texture repeats but not in you face and you'll have to spend time finding them. Much faster to lookup texture than to calculate them on the fly, as floorboard creation can include lots of nodes too.
I think this is one of the best Blender shader videos I've watched. For the past three years I began my vourney into Blender viewing so many turorials I thank you for this one!
Some individuals attempt to elucidate every aspect, and I appreciate that on occasion. However, your methodical node-building approach and clear explanations make perfect sense without overwhelming detail! That's a talent not everyone possesses. Looking forward to seeing more of your videos!
this kind of art is totally new for me . but man! that was just great! see somebody that definitly understand what he is doing is really entertaining and also helpfull. great video! thanks for that. i learn so much just from that single video.
To mix two nodes like he did use CNTRL+SHIFT+RMB and drag from one to another. Also, if you don't know, he is hitting CNTRL+SHIFT+LMB on the node to hook it to the material output (or view as he calls it). For some reason, I had to run my texture coordinate from generated to the vector of the mapping node for it to look like his instead of UV. Also, I had to change my last MixRGB from difference to subtract. EDIT: Actually there are several more things I had to tweak to get this looking almost as good as his.
I like this cause it is a very accurate way of dealing with the material. people dont ofted use other blend modes, only mix, maybe add and multiply but thats it. overlay, soft light, linear light are so powerful yet overlooked. also, instead of mixing the textures themselves you mixed the coordinates and thats a really clever trick. I really liked this. this is objectively the best procedural wood matetial tutorial out there
Very nice tutorial where we get to discover the various use of different textures (honestly I was mainly relying on the noise texture before that) thank you ! 🙏
7:48 Btw, Musgrave texture has been removed, in favor of a configuration in the noise texture instead. To get the exact same setup in your noise texture as the musgrave texture did, set Detail to 1, roughtness to 0.250 and uncheck Normalize.
New to the Blender community and I used this to help make a project for myself as I learn. I was able to follow your steps and make my own version. Thanks!
An amazing tutorial! I learned a lot from this. You should do more of these. I have always been fascinated by procedural textures, it would be awesome to learn more.
Thank you so much. Absolutely perfect. Hopefully more people will find this and learn. And like one other commenter update the thumbnail as I almost passed up this little gem 💎
High quality tutorial, you make Node properties and effects so easy to understand. I would recommend this video to everyone learning node texturing. And it looks really good on top of it!
This was *FANTASTIC!* Really nice node setup and really great explanation. Only suggestion I would make would be to consider organizing and labeling your nodes/groups as you go. I did this as I followed, but it would be really helpful not just for you, but for folks following along (to easily see which nodes/groups you are referring to). Yes, you kind of group/separate your nodes/groups by distance, but you didn't frame or label any of them. That would be helpful. But if you never do it, _it's still good_ because of how clearly you speak and lay things out. I really appreciated this video and hope to see more texture studies. This is one of the top 5 of any blender texture study I've seen. Yes, there are lots of good texture videos out there, but few really break down the reference like this and build things up in a layered fashion.
Very cool tutorial, the result is awesome. I've been following your channel for a very long time. Even the earliest lessons are very relevant to me. Your lessons are not only informative, but also very inspiring. Your create your art in non-standard ways, it's very interesting. Thank you. Always waiting for your videos. And addon Mask tools a special respect.
This is exactly what I needed when I needed it!! After searching long and hard I couldn't find a tutorial on this specific style of wood. I'm working on a VFX shot in a locally made Short Film and needed to make the inside of a hollowed tree trunk. Thank you for making this tutorial! Any idea how one would go about adding (almost hair like) wood fibers to add more details?
wow. i mean wow. pacing good, showing it not just telling good, result very attentive to detail good. this is superb. there are people out there doing materials tuts but A. they are either too basic or B. too advanced and complicated. this seems to hit some sweet middle ground with a great result.
Thanks a lot for sharing this with all of us this is very amazing. I would love to see how you approach wood on a 3 dimensonal block. Is there a way to make a procedural wood texture that deforms in the right way arround. Lets say: we look at block of oak, you coverd one side or maybe two sides. But what about the end grain and how does those two sides effect each other. And further more how would effect a cut throu on a none 90 degree angel such a texture. Is there even a way to do such a procedural texture? Maybe by considering the normals? Thanks a lot anyway!
Great Material -- do you have a discord or something, where I can download the completed material? I model log homes and obviously use TONS of wood, mostly pine -- if I can get this working and in the proper colors, it will be HUGE
Great video. Amazing result, but do you find it necessary to set the detail of your generator nodes so high? I subscribe to the school of never go higher than you need as they are so computationally expensive. As a small aside, I would love to see your take on a leopard skin pattern.
I agree and actually don't see a difference in detail after a value of 10. I'm typically not mindful of the limit though, unless I'm adding a lot of nodes, or I can feel things starting to slow down. And yeah, leopard print could be a fun one to try. :)
Great tutorial, but I think you also need to weigh in the amount of computation intensive nodes your are adding against the effect you get in return., If for a 0.1 effect if the computation power required is 100, maybe the effect is not worth it.... procedural nodes can be CPU intensive especially at high detail level.
Hello, I come to report a bug, when I use the preset shaders with the displacement from cycles with adaptive subdivision, it looks good how the object modifies the texture, but when I add the dielectric shader and add a mask, the displacement is no longer shown, it remains flat, this happens in The latest version of the previous one still works. I tried it with blender 3.4 and 3.3.2. The tool is beautiful I hope it gets fixed
Outstanding! you didn't "wing it" with what grains might be and instead studied actual examples then applied the light and physics control...just like Mother Nature does. Unfortunately, in Blender 4.1 the Musgrave texture has gone away and has been incorporated into the noise texture so, takes a little tweaking to translate.
Been working and tweaking this for a project where the panel is actually tongue and groove ambrosia Maple that is fifty years old (pulled out during demolition). I've got this pretty close, which is really tough for that wood, it was basically low end tongue and groove in ranch homes in the sixties. I fed in a brick texture with brick height eight feet so it is just straight panels. Looks OK but, being as picky as I am, that brick texture is basically painted on so the knots can cross boards. In this case it would not be a biggie because it will be animated and only on screen about twenty seconds before it is demo'd but. I'm trying to figure a way to put the grain/knot pattern between the seams like they are in real life. I've experimented a little with ping pong, snap, and others but not getting it there. Any ideas?
Are we just going to not say anything about the magic he did at marker 3:06??? I have watched it at least 5 times and still says "EXCUSE ME SIR WHAT IS THAT MAGIC YOU JUST DID THERE???"
You really started losing me in the last bit, where you made the roughness and height maps. I understood exactly what you were doing, there's not a bit of the theory that I didn't get, but the execution was a pain to follow; I tried to do it as well, but you were pulling nodes from all over the damn setup, with like 5 or 4 pixels to tell what the hell you just grabbed. Honestly, you could've organized the whole thing better. I'm on my third time through trying to match how you set up the roughness nodes and I've only gotten more frustrated.
Sublime. So can I hope you have gotten over 'Mah Mask Addon' videos ? Will it be worth resubscribing? Your low key genius level videos have been badly missed. Yes - YT has made it barely worth your effort any more..... But still. Lots more noobs needing your mastery now.
Thus far the best wood-material I came across. Only one hint for making it better... there should be a simple way to lower the amount of knots. And better not size/variation control. After all, those knots were branches, and a naturally grown tree has a limited mount of branches going out from the trunk of the tree. It would be great to have a almost knot-free variant too for smooth pine-planks or the likes.
So far the best wood procedrual material I've ever seen.
You know, I was going to pass this video up because the thumbnail looked like a wood photo and I thought that it was going to be one of those videos that had a photo to lure you in then give you a crap material that looked like cartoon coloring. This is the real deal.... This was great. Going to create this and work it into my assets. Thank you!
Amazing! Best procedural wood material that I have seen so far.
Thank you!
This is by far(guessing) the best woodtexture on youtube. The best ive seen anyway. Superb!
This is a superb tutorial that teaches you not just what to do but why you do it. Keep them coming!
Thanks so much. Indeed there are more coming. :)
@@WaywardArtCompany 🤩
I hope you dont ever stop doing what you're doing, still going strong and amazing even after almost a decade.
This is one of the best procedural material explanation I've ever had the pleasure to see. And the output is, with a bit of work to set up a node group, a wood material completely controllable from distortion to knots size and color, to bump, to cracks....wow.
Thanks so much! I'm happy you enjoyed it.
You've made me fall in love with procedural texturing
You are a genius.. this is one of the best tutorials I've ever seen. You have an insane grasp of the node system
Thanks for the kind words. I love nodes!!!
Really appreciate you taking the time to share this. I learned a lot from it.
insane, the way that you resolve knots, I've never seen this in other youtube channels
This is brilliant! I love how you explain what individual nodes do instead of just adding them and admiring the final result. I didn't even know that I was missing that in other tutorials!
Please, do more videos like this one.
I sure hope you bring some new stuff out soon, this has been an absolute goldmine for learning things properly instead of doing a, b, c and not knowing why you're doing them. Thank you
1) "...because these are cracks" I would also control specularity with these, not just roughness. The reference image shows these cracks to have complete loss of energy, something roughness can't do on its own.
2) For bump I always use strength 1 and distance set to whatever physical height they should be (1mm or below) - this creates the same normal modification as real displacement. So I often use microdisplacement while previewing the value; are the bumps going in the correct direction, and check if my math setting all this up introduce any unintentional discontinuities that may be hard to spot but still produce unwanted artifacts. Probably more important if starting to mix in bump for whatever chosen way to do floorboards.
3) Don't use excessive generator detail. Try to keep it as low as possible and see if adjusting roughness (noise node) can achieve similar results without additional cost. Detail (octave) is expensive.
4) Be *VERY* careful with brightness/contrast node. As it don't have a clamp option you can inadvertently end up producing albedos outside accepted ranges, even suck energy out of the result. You can clamp it with a color ramp that does nothing, but I prefer contrast and gamma control using custom perlin fBias and fGain functions in nodegroups (within my math library).
5) For similar reason, be careful with the musgrave too unless it goes through a color ramp. Previewing with bump or displacement shows its real values much more clearly.
6) If the input coordinate is 2D (UVs), try to stay with 2D generators. Not sure what the 2D-3D cost difference is, but it's very noticeable going 3D-4D. Smooth voronoi is also very expensive.
7) Since using many generators, consider saving out the result as 8k images and make them seamless. For flexibility, since image based box mapping can't be rotated, I'd suggest saving out both as vertical and horizontal orientation (swap UV -> VU). This is my preferred way to do floorboards and such; high resolution random lookup for each "plank" - there will be texture repeats but not in you face and you'll have to spend time finding them. Much faster to lookup texture than to calculate them on the fly, as floorboard creation can include lots of nodes too.
These are good tips! Thanks! :)
@@WaywardArtCompany Btw, I just noticed youtuber Lance Phan has already done a tutorial on utilizing 4D space to create seamless outputs.
This was extremely helpful in solving my output issues. In hind sight I definitely should have tried plugging the roughness into the specular
Finally, a tutorial that deals with wood knots properly. Thank you very much !
I think this is one of the best Blender shader videos I've watched. For the past three years I began my vourney into Blender viewing so many turorials I thank you for this one!
Liked and subscribed. Do more of the material analysis. It’s very good.
Some individuals attempt to elucidate every aspect, and I appreciate that on occasion. However, your methodical node-building approach and clear explanations make perfect sense without overwhelming detail! That's a talent not everyone possesses. Looking forward to seeing more of your videos!
I would love to see more material studies on this channel
this kind of art is totally new for me . but man! that was just great! see somebody that definitly understand what he is doing is really entertaining and also helpfull. great video! thanks for that. i learn so much just from that single video.
Wow, I'd love to see more material study videos like these. Educational and entertaining!
To mix two nodes like he did use CNTRL+SHIFT+RMB and drag from one to another.
Also, if you don't know, he is hitting CNTRL+SHIFT+LMB on the node to hook it to the material output (or view as he calls it).
For some reason, I had to run my texture coordinate from generated to the vector of the mapping node for it to look like his instead of UV.
Also, I had to change my last MixRGB from difference to subtract.
EDIT: Actually there are several more things I had to tweak to get this looking almost as good as his.
찾던 방법 잘 설명해 주셔서 감사합니다.
Amazing Tutorial, I alwais love these extensive material/realism studies. ❤ You have some really nice methods there.
I am a huge fan of this video and material studies videos.
I stumbled upon this by accident, but I'm really glad I took the time to watch. This was EXTREMELY helpful!
I like this cause it is a very accurate way of dealing with the material. people dont ofted use other blend modes, only mix, maybe add and multiply but thats it. overlay, soft light, linear light are so powerful yet overlooked. also, instead of mixing the textures themselves you mixed the coordinates and thats a really clever trick. I really liked this. this is objectively the best procedural wood matetial tutorial out there
An excellent tutorial! Thanks for sharing.
The Tutorial I was looking for years! thanx a bunch - definitely one to fill my collection of Procedural Blender materials
Shader related videos are second only to geometry nodes related videos IMO. Great stuff!
Very nice tutorial where we get to discover the various use of different textures (honestly I was mainly relying on the noise texture before that) thank you ! 🙏
7:48 Btw, Musgrave texture has been removed, in favor of a configuration in the noise texture instead. To get the exact same setup in your noise texture as the musgrave texture did, set Detail to 1, roughtness to 0.250 and uncheck Normalize.
This is a fantastic wood material, and the function of each node is clearly explained. Thank you.
New to the Blender community and I used this to help make a project for myself as I learn. I was able to follow your steps and make my own version. Thanks!
Amazing Video, Really procedural Materials are such a great alternative to pbr textures
This isnt just a tutorial, its a full masterclass on the Shader Editor. Instantly subscribed
An amazing tutorial! I learned a lot from this. You should do more of these. I have always been fascinated by procedural textures, it would be awesome to learn more.
Best of procedural wood tutorial!
Thank you so much. Absolutely perfect. Hopefully more people will find this and learn. And like one other commenter update the thumbnail as I almost passed up this little gem 💎
High quality tutorial, you make Node properties and effects so easy to understand. I would recommend this video to everyone learning node texturing. And it looks really good on top of it!
AMAZING!!!! Really good tutorial. Please keep them coming :)
This was *FANTASTIC!* Really nice node setup and really great explanation. Only suggestion I would make would be to consider organizing and labeling your nodes/groups as you go. I did this as I followed, but it would be really helpful not just for you, but for folks following along (to easily see which nodes/groups you are referring to). Yes, you kind of group/separate your nodes/groups by distance, but you didn't frame or label any of them. That would be helpful. But if you never do it, _it's still good_ because of how clearly you speak and lay things out. I really appreciated this video and hope to see more texture studies. This is one of the top 5 of any blender texture study I've seen. Yes, there are lots of good texture videos out there, but few really break down the reference like this and build things up in a layered fashion.
that was beautiful, really nice shader and really well explained, good attention to detail, which is rare to find in these type of videos
Very cool tutorial, the result is awesome. I've been following your channel for a very long time. Even the earliest lessons are very relevant to me. Your lessons are not only informative, but also very inspiring. Your create your art in non-standard ways, it's very interesting. Thank you. Always waiting for your videos.
And addon Mask tools a special respect.
This is exactly what I needed when I needed it!! After searching long and hard I couldn't find a tutorial on this specific style of wood. I'm working on a VFX shot in a locally made Short Film and needed to make the inside of a hollowed tree trunk. Thank you for making this tutorial!
Any idea how one would go about adding (almost hair like) wood fibers to add more details?
Absolutely fantastic video, thank you for sharing
Great patching! Very good! 🔥
Liked this but I need more tutorials on landscape texturing with your add on mask tools please!!!
I have some coming very soon. :)
@@WaywardArtCompany hey bro hope all is well. Are you close to uploading those landscape texturing tutorials? Thanks
I really enjoyed this video, learned a lot. Thank you.
wow. i mean wow. pacing good, showing it not just telling good, result very attentive to detail good. this is superb. there are people out there doing materials tuts but A. they are either too basic or B. too advanced and complicated. this seems to hit some sweet middle ground with a great result.
Thanks, and that's really good feedback. Overly complicated node tutorials can indeed be frustrating.
Yes, it is.
Best wood material!
Great video lesson.
This is amazing! I hope for more like this!
oh man this one is insanely good
I looooved it. Thanks a a lot.
really great node setup! 5/5 stars
Great material to use. One remark though, I'm under te impression that the wood knots go in instead out out.
WoW very nice, thanks a lot...
Yes! Thank's..
Thanks a lot for sharing this with all of us this is very amazing. I would love to see how you approach wood on a 3 dimensonal block.
Is there a way to make a procedural wood texture that deforms in the right way arround. Lets say: we look at block of oak, you coverd one side or maybe two sides. But what about the end grain and how does those two sides effect each other. And further more how would effect a cut throu on a none 90 degree angel such a texture. Is there even a way to do such a procedural texture? Maybe by considering the normals? Thanks a lot anyway!
This is just amazing...
this is beautiful
thank you. This one is the best of its kind!
Thank you very much !
Great Material -- do you have a discord or something, where I can download the completed material? I model log homes and obviously use TONS of wood, mostly pine -- if I can get this working and in the proper colors, it will be HUGE
that is impressive, did not epxt it to become realistic in the end there :) well done.
Thanks :)
Wow! Thank you so much!
Keep it up!
Hello Wayward Art Company, I love your addon !
Have you some news about your addon update or news tuts ?
Loved this.
Also what are your computer specs?
Thanks! My home pc has Nvidia GeForce RTX 2070 and Intel Core i9.
Need more please XD
u r a genius
Thank you
Wow, thanks.
Nice❤
What!!! Insane!
amazing
Great video. Amazing result, but do you find it necessary to set the detail of your generator nodes so high? I subscribe to the school of never go higher than you need as they are so computationally expensive. As a small aside, I would love to see your take on a leopard skin pattern.
I agree and actually don't see a difference in detail after a value of 10. I'm typically not mindful of the limit though, unless I'm adding a lot of nodes, or I can feel things starting to slow down. And yeah, leopard print could be a fun one to try. :)
Great tutorial, but I think you also need to weigh in the amount of computation intensive nodes your are adding against the effect you get in return., If for a 0.1 effect if the computation power required is 100, maybe the effect is not worth it.... procedural nodes can be CPU intensive especially at high detail level.
You are legend!!!!!!!!!
BEST WOOD EVER :D
Can you update mask tools so it works with the new Eevee in blender 4.2
Hi, you don't know me, but ... anyway, how are you, are you coming back? Please respond.
how to do you hotkey the mix in at 3:06?
Hello, I come to report a bug, when I use the preset shaders with the displacement from cycles with adaptive subdivision, it looks good how the object modifies the texture, but when I add the dielectric shader and add a mask, the displacement is no longer shown, it remains flat, this happens in The latest version of the previous one still works. I tried it with blender 3.4 and 3.3.2. The tool is beautiful I hope it gets fixed
I wish you would add buttons pressed or say what you pressed...you lost me when you somehow linked the mapping to the color map
Could you please provide shortcut keys for this. I am new to using Blender thanks
I need a tutorial on mask tools 2.0, please
Outstanding! you didn't "wing it" with what grains might be and instead studied actual examples then applied the light and physics control...just like Mother Nature does. Unfortunately, in Blender 4.1 the Musgrave texture has gone away and has been incorporated into the noise texture so, takes a little tweaking to translate.
Been working and tweaking this for a project where the panel is actually tongue and groove ambrosia Maple that is fifty years old (pulled out during demolition). I've got this pretty close, which is really tough for that wood, it was basically low end tongue and groove in ranch homes in the sixties. I fed in a brick texture with brick height eight feet so it is just straight panels. Looks OK but, being as picky as I am, that brick texture is basically painted on so the knots can cross boards. In this case it would not be a biggie because it will be animated and only on screen about twenty seconds before it is demo'd but. I'm trying to figure a way to put the grain/knot pattern between the seams like they are in real life. I've experimented a little with ping pong, snap, and others but not getting it there. Any ideas?
👍👍👍
Are we just going to not say anything about the magic he did at marker 3:06??? I have watched it at least 5 times and still says "EXCUSE ME SIR WHAT IS THAT MAGIC YOU JUST DID THERE???"
Oh then your going to do it again at 4:44 this just going be me yelling at the video saying "sir, stop it! What is this magic!"
You really started losing me in the last bit, where you made the roughness and height maps. I understood exactly what you were doing, there's not a bit of the theory that I didn't get, but the execution was a pain to follow; I tried to do it as well, but you were pulling nodes from all over the damn setup, with like 5 or 4 pixels to tell what the hell you just grabbed. Honestly, you could've organized the whole thing better. I'm on my third time through trying to match how you set up the roughness nodes and I've only gotten more frustrated.
First
Looking forward to this one!
Sublime. So can I hope you have gotten over 'Mah Mask Addon' videos ? Will it be worth resubscribing? Your low key genius level videos have been badly missed.
Yes - YT has made it barely worth your effort any more..... But still. Lots more noobs needing your mastery now.
You've made me fall in love with procedural texturing