Actually, THIS, doing all three in a row, teaches you what's really happening and how you make proc. materials. If you put the full effort into this tutorial, you are a huge step further. Thank you, Ryan!
@@RyanKingArt Im following the tutorial and once we have made the node group and we add the inputs and output, it doesnt show any for me and i have to choose what to create, an input, output or panel. This is using the latest version of blender (4.0). Could you please tell me what to do from here as its all different with the latest version of blender. timestamp: 15:41
I´m definetely going to support you as soon as i get a job, I´ve been hooked to these procedural tuts for three days now!! Excellent method to teach, kind of repetitive when you do 10 tuts on a row but you mechanize all the process so it´s really helpful. Thanks Ryan!! you are the best!!!
I have to say that your videos have been very helpful to me. I'm working on a project for school, and some of your tutorials have really helped me alot!
@@RyanKingArt Of course! I love that you explain everything you do, I feel like I get a way better understanding so I can use some of the methods on my own later on! Keep it up! :)
22:20 This is something I really wish they upgraded about the colour ramp, exposing the colour values so you can plug it into a group input, particularly if you need more than the 2 handles, and putting it through a mix node is not as simple.
This is incredible. Thank you, Ryan. Any suggestions on how to create end-grain? A wood material (perhaps with geometry nodes?) that correctly gives end grain when it wraps around the end would be amazing.
Hey, your tutorials are absolute gold, you tell each phase every time so it's easy to jump in to any one of your tutorials, I am studying game development so your channel is in constant use. However I am having troubles with applying the textures into unity game engine that we use at the school. Any tips and pointers on how to do it? I mostly use 3D URP and HDRP
@@RyanKingArt Thanks. I was trying to find a tutorial of how to make secondary Detail Map that tiles to make those small details really good quality. Apparently you need a channeled map where, R is desaturated albedo, G is Normal Y, B is smoothness and A is Normal X. Do you have a tutorial on something like this?
Hey Ryan! Thank you so much for your tutorials! I wanted to ask about why my textures look slightly different than yours. I'm using 4.2 and noticed that the wood grain on my textures is finer detailed and has less of the larger areas of grain and my bump seems to be more intense than yours. Could this have to do with me not changing the scale of the object as you did in the beginning?
You are and absolute hero! that you so much for giving us such amazing tutorials! You teach it easily and with an easy to follow pace that allows Step by Step following! greatjob and I will take a look at much more of your videos! btw, could you eventuall make one for like "Scales" like of snakes/dragons and such?
Love this! It’s great how you explained three different techniques for the wood texture! Just wondering if it’s possible to control the orientation of the wood grain procedurally. I’m making furniture and I just ended up uv unwrapping it. But maybe there is a math node or something that could switch the grain based on an object’s longest dimension? Just curious and thanks again for another great tutorial!
Ryan, would you consider making a video on some general tips for creating procedural materials? Like, if we want to create a procedural material, your tips and suggestions, please?
Ryan have you seen dimensional lumber? 2x4, 2x6, etc? They have wood grain running along the length of the material and at the ends of it you have tree rings. They are also typically much more rough on touch and usually darker. I think this is an essential feature of any wood material. I made a very simple material like that with wave texture node and it looks good, great even, but I wish to make naturally occurring knots there and make it more rich in texture, kind like your materials, any ideas?
Thanks! I might do that in the next update. For the time being, you can hit "Tab" to go into the node group, and then change the brick width and row height on the brick texture.
Hey Ryan, thanks for the tutorial! I do have a question. I just fully completed the fluid simulation and it looks great. Rendered, looks even better. However I also went through this tutorial and hooked up some of my mesh with this great looking wood. But now when I render the project my wood material is missing, like, its not white, its literally not casting shadows or anything.
I'm really curious why you use the same group input node everywhere. It seems really messy and hard to read. I find it much more clear to have multiple input nodes, each with just the inputs they are close to! For example, for your Wood3 material, I have 8 group input nodes. Personally, I use an add-on to colorize the group inputs (mine are all orange) and group output (mine is blue... I added this part to the add-on). The add-on also has a button to hide all the unused sockets on input nodes, so I don't have to hit ctrl-h to all the input nodes.
@@RyanKingArt a material group can have as many input nodes as you want. So, you can have one input node over near the final principled bsdf that has a noodle for the roughness. And then over near the mapping nodes, you can have a group input node with a noodle for the scale. It prevents you needing to drag noodles across the entire node tree just to get inputs everywhere. Then, after you hook them up, you can use ctrl-h to make is so that each group input node only shows the sockets that are connected out (instead of each having a lot of empty sockets visible). It makes the node tree much cleaner and more readable. :)
@@tuxgirl Ahh ok I see what you mean now. I just tried it out. Yeah I suppose I could do it that way, but I don't really know if I like that better. it may be more clean and neat, but it also adds a bunch more nodes to the node group setup. I guess either way works. I might try it out more and maybe use that method in future tutorials.
I dont get it. Mine looks like urs but not as much as it pops out as urs does. Urs look movie like where as mine looks like a video game. and yes i have cycles like urs to. so how do i make it pop like ur more
In order to use a procedural material in a game engine or another 3d software, you will need to bake the material out to texture maps. Check out my tutorial on how to do that here: ua-cam.com/video/B2kFeMBBBjc/v-deo.html
@@RyanKingArt thanks!! also, your videos are top notch both in terms of quality and how informative they are, and i'm grateful you make them available for free... i wish i could support you on patreon in the near future
Upgrade to the latest blender version, and then re-download the product files. That should fix the issue. It has to do with Blender updating the Mix RGB node, to the Mix Color node, in the new Blender update.
@@RyanKingArt thanks! I've long had to restrain my inner grammar Nazi. After all, you might have a minor quirk with reading but after all it's better than having some of my personal major weaknesses such as: Materials, lighting, modeling, general creativity.... Those would make what you do much more difficult. 😂 Lol I worry that you would be like purportedly Ron DeSantis is according to John Oliver on HBO's Last Week Tonight recently, intentionally mispronouncing "Thai" as *_"thigh"_* to induce a challenge only so as to know who to reject and abandon. Generally people hate getting corrected
Sadly, I just wanted to say goodbye to you and thank you, because you have been instrumental using a now obsolete method of creating CGI. I'm still putting off using GPT 4 and awaiting the "incremental release" of GPT 5 (starting this December), because it can do audiovisual work and must have gotten close to AGI with 100 million ppl already predicted just in the West to lose their jobs. When TV came out everyone thought Radio would be dead and it just shrunk precipitously. Maybe with the new AIs some ppl will still do it this way, like some ppl still listen to radio when they can't watch TV. Best wishes and continued success, but I'm out. I put this here, so it'll probably not be seen my most ppl given the age of the video.
Wow amazing video tutorial can you do this thing of making the zombie rotten flesh texture alsol skulls texture of the human skull and how about blood texture if you don't mind
*Purchase the Procedural Wood Materials:*
• Gumroad: ryankingart.gumroad.com/l/wood
• Patreon: www.patreon.com/posts/79589306
Actually, THIS, doing all three in a row, teaches you what's really happening and how you make proc. materials. If you put the full effort into this tutorial, you are a huge step further. Thank you, Ryan!
glad you like it!
you can never have too many woodmaterials, especially procedural ones. A big thanks from sweden. Appreciate your dedication and professionalism.
thanks for watching!
Hey Ryan! Wanted to say: Big thank You for whole Procedural series you're giving us. Love your tutorials!
Glad you like them!
@@RyanKingArt Im following the tutorial and once we have made the node group and we add the inputs and output, it doesnt show any for me and i have to choose what to create, an input, output or panel. This is using the latest version of blender (4.0). Could you please tell me what to do from here as its all different with the latest version of blender. timestamp: 15:41
Can never have too many good/unique wood textures. Thanks.
Glad you like them!
Ah! Another Fanstatic Tutorial! keep up the good work! I have learned alot! this is going to go great for my future projects!
glad you like it!
Youve read my mind, I was just now struggling to make a decent realistic wood texture and here you come along with an absolutly amazing tutorial!
Glad you like it! thanks for watching.
I´m definetely going to support you as soon as i get a job, I´ve been hooked to these procedural tuts for three days now!! Excellent method to teach, kind of repetitive when you do 10 tuts on a row but you mechanize all the process so it´s really helpful. Thanks Ryan!! you are the best!!!
Awesome, thank you!
Love the pace you teach at. I can follow without pausing much. Thanks for what you do.
glad you like my videos. Thank you for watching!
Man, the speed you're going at is really good! Have gone through many similar tutorials where I constantly had to pause and rewind.
glad it was a good speed for you
I have been looking for YEARS for a good procedural wood texture.. This one is fricking awesome! Thank you so much ryan love you
Glad you like it!!
this is gold! You deserve much more subscribers and likes and views!
glad you like it!
Yes!
I have to say that your videos have been very helpful to me. I'm working on a project for school, and some of your tutorials have really helped me alot!
Thanks for watching. Glad my videos can help!
@@RyanKingArt Of course! I love that you explain everything you do, I feel like I get a way better understanding so I can use some of the methods on my own later on! Keep it up! :)
I am so bad at thinking logically but your video helped me understand a bit more now about how procedural materials are made!
glad it helped!
Superb, so easy to follow and excellent results -thank you!
Glad it was helpful!
a big thanks for your tutorial, always good explanation and worflow!
glad you like it!
I love your tutorials, excellent with procedural materials, excellent thank you very much
Glad you like them!
Thanks for this, and everything else on this channel! Now time for me to do the Rocky River!
Thanks!!
This is truly a next level of procedural materials. Particularly impressed with the use of the colorramp at 31:00.
glad you like it!
My man Ryan King giving us some more of that gold
Glad you like it!
22:20 This is something I really wish they upgraded about the colour ramp, exposing the colour values so you can plug it into a group input, particularly if you need more than the 2 handles, and putting it through a mix node is not as simple.
Yeah I totally agree. it would be a nice feature to add to the color ramps.
Ryan, you are the best! thank you!
You're welcome!
Really nice tutorial. Thanks
You're welcome!
Looks Grate! Love your Videos! The amount of effort into the blender project or material!
Thank you very much!
@@RyanKingArt np! Always Here!
I enjoyed your explanation. Thank you^^. High quality surfaces are awesome.
Glad you like it! thanks for watching.
This is incredible. Thank you, Ryan. Any suggestions on how to create end-grain? A wood material (perhaps with geometry nodes?) that correctly gives end grain when it wraps around the end would be amazing.
maybe I can make a video on that sometime.
That would be awesome.
Amazing 🤩🤩
thanks!
I have to say you are very good.
thank you!
U rly nailed it. Thanks for sharing!
glad you liked it!
These are so amazing!
glad you like them!
Grandissimo!
thanks for watching!
Great video man!!
Glad you liked it!
Hey, your tutorials are absolute gold, you tell each phase every time so it's easy to jump in to any one of your tutorials, I am studying game development so your channel is in constant use. However I am having troubles with applying the textures into unity game engine that we use at the school. Any tips and pointers on how to do it? I mostly use 3D URP and HDRP
to use the procedural materials in a game engine, you need to bake them to texture maps. I have tutorials on how to do that
@@RyanKingArt Thanks. I was trying to find a tutorial of how to make secondary Detail Map that tiles to make those small details really good quality. Apparently you need a channeled map where, R is desaturated albedo, G is Normal Y, B is smoothness and A is Normal X.
Do you have a tutorial on something like this?
nice still works!
11:24 what’s the difference between using one or the other input in either A and B in the mix node?
Hey Ryan! Thank you so much for your tutorials! I wanted to ask about why my textures look slightly different than yours. I'm using 4.2 and noticed that the wood grain on my textures is finer detailed and has less of the larger areas of grain and my bump seems to be more intense than yours.
Could this have to do with me not changing the scale of the object as you did in the beginning?
You are and absolute hero! that you so much for giving us such amazing tutorials! You teach it easily and with an easy to follow pace that allows Step by Step following! greatjob and I will take a look at much more of your videos!
btw, could you eventuall make one for like "Scales" like of snakes/dragons and such?
glad you like my videos. thanks for watching! and thanks for the material idea. 👍
Love this! It’s great how you explained three different techniques for the wood texture! Just wondering if it’s possible to control the orientation of the wood grain procedurally. I’m making furniture and I just ended up uv unwrapping it. But maybe there is a math node or something that could switch the grain based on an object’s longest dimension? Just curious and thanks again for another great tutorial!
Ryan, would you consider making a video on some general tips for creating procedural materials? Like, if we want to create a procedural material, your tips and suggestions, please?
thanks for the video idea! I will consider it.
@@RyanKingArt Thanks for considering my considerate request for a consideration 😄
Ryan have you seen dimensional lumber? 2x4, 2x6, etc? They have wood grain running along the length of the material and at the ends of it you have tree rings. They are also typically much more rough on touch and usually darker.
I think this is an essential feature of any wood material. I made a very simple material like that with wave texture node and it looks good, great even, but I wish to make naturally occurring knots there and make it more rich in texture, kind like your materials, any ideas?
Thanks a lot!!
You're welcome! 👍
Very nice tutorial! How to add knots by the way?
excellent
Thanks!
magic texture with some noise textures really fried my 1050 ti))
ahh sorry about that.
Can you update the wood floor magerial with the option to scale plank length and have random lenght pr. plank. Love the pack!
Thanks! I might do that in the next update. For the time being, you can hit "Tab" to go into the node group, and then change the brick width and row height on the brick texture.
@@RyanKingArt Thanks. Already doing that. I guess I can add length to the output node now, but the random length I dont know how to do...
It look wa=onderful. But it needs a Blender 4.0 update. The bumb node didn't work. It had more effect sticking the bumbnode into the the
I just have seen your comment on Lachlan's channel, really good to
Oh yeah he made a really good procedural wood too!
Hey Ryan, thanks for the tutorial! I do have a question. I just fully completed the fluid simulation and it looks great. Rendered, looks even better. However I also went through this tutorial and hooked up some of my mesh with this great looking wood. But now when I render the project my wood material is missing, like, its not white, its literally not casting shadows or anything.
Sir Iam from Pakistan you are my favourite and great teacher,,,👍 👍 I love your work,, be happy 😊
Thanks! Glad you like it.
These are AAA quality tutorials, thanks a ton from a wannabie indie game developer in TN XD
thanks!
I'm really curious why you use the same group input node everywhere. It seems really messy and hard to read. I find it much more clear to have multiple input nodes, each with just the inputs they are close to! For example, for your Wood3 material, I have 8 group input nodes. Personally, I use an add-on to colorize the group inputs (mine are all orange) and group output (mine is blue... I added this part to the add-on). The add-on also has a button to hide all the unused sockets on input nodes, so I don't have to hit ctrl-h to all the input nodes.
I don't understand what you mean. I only use one group input node in each material. And I use it to make all of the custom values.
@@RyanKingArt a material group can have as many input nodes as you want. So, you can have one input node over near the final principled bsdf that has a noodle for the roughness. And then over near the mapping nodes, you can have a group input node with a noodle for the scale. It prevents you needing to drag noodles across the entire node tree just to get inputs everywhere. Then, after you hook them up, you can use ctrl-h to make is so that each group input node only shows the sockets that are connected out (instead of each having a lot of empty sockets visible). It makes the node tree much cleaner and more readable. :)
@@tuxgirl Ahh ok I see what you mean now. I just tried it out. Yeah I suppose I could do it that way, but I don't really know if I like that better. it may be more clean and neat, but it also adds a bunch more nodes to the node group setup. I guess either way works. I might try it out more and maybe use that method in future tutorials.
and dont forget to apply Scale if you scale your models previously
Yes I did that at 3:44 in the video. 👍
@@RyanKingArt thanks for your work Ryan. God bless you.
@@o.kiryukhin thanks!
I dont get it. Mine looks like urs but not as much as it pops out as urs does. Urs look movie like where as mine looks like a video game. and yes i have cycles like urs to. so how do i make it pop like ur more
Hi brother can you please 🙏 make a tutorial using cycle baking for archviz
thanks for the tutorial request
Super cute. 🙉🙈🙊
thanks : )
Can someone help me with baking this texture i need it for unity but the bump in the wood is different
In order to use a procedural material in a game engine or another 3d software, you will need to bake the material out to texture maps. Check out my tutorial on how to do that here: ua-cam.com/video/B2kFeMBBBjc/v-deo.html
i know you get this question a million times a day, but what graphics card do you use?
RTX 2080 Super WINDFORCE OC 8G Graphics Card
@@RyanKingArt thanks!! also, your videos are top notch both in terms of quality and how informative they are, and i'm grateful you make them available for free... i wish i could support you on patreon in the near future
😍😍
thanks!
Bought your file on Gumroad but you have undefined errors which break the material.
Upgrade to the latest blender version, and then re-download the product files. That should fix the issue. It has to do with Blender updating the Mix RGB node, to the Mix Color node, in the new Blender update.
I will try that, thank you!@@RyanKingArt
👑
thanks : )
Hello, just a tip, you can use this with the bark texture to make a broken-down log. I will put unrelated comments in replies.
You can make a crack texture by using the voronoi "Distance to edge" setting. combined with the default voronoi, this can make a cracked bump.
Just a suggestion, can you make a cracked ice lake material? You (Ryan King Art) can reply if you want more details on how to make it (the material).
1
👍 👍
Well, dude! Your style of teaching is confusing and I get lost in the middle. Thank you for investing your times and energy into this video anyway
thanks for watching
Kinda cool but I cringe every time he says "heightH" instead of "height" EVERY TIME
Oh your right. There is no H at the end. Thanks for the feedback! I will try to fix that in future videos. 👍
@@RyanKingArt thanks!
I've long had to restrain my inner grammar Nazi. After all, you might have a minor quirk with reading but after all it's better than having some of my personal major weaknesses such as: Materials, lighting, modeling, general creativity.... Those would make what you do much more difficult. 😂 Lol
I worry that you would be like purportedly Ron DeSantis is according to John Oliver on HBO's Last Week Tonight recently, intentionally mispronouncing "Thai" as *_"thigh"_* to induce a challenge only so as to know who to reject and abandon. Generally people hate getting corrected
@@RyanKingArt I very much appreciate what you're sharing in these videos.. it's generous
Sadly, I just wanted to say goodbye to you and thank you, because you have been instrumental using a now obsolete method of creating CGI. I'm still putting off using GPT 4 and awaiting the "incremental release" of GPT 5 (starting this December), because it can do audiovisual work and must have gotten close to AGI with 100 million ppl already predicted just in the West to lose their jobs.
When TV came out everyone thought Radio would be dead and it just shrunk precipitously. Maybe with the new AIs some ppl will still do it this way, like some ppl still listen to radio when they can't watch TV.
Best wishes and continued success, but I'm out.
I put this here, so it'll probably not be seen my most ppl given the age of the video.
Awesome video. Some of this stuff is so insanely complicated, i have no idea how you Blender experts came up with it. Just trial and error, or…?
Wow amazing video tutorial can you do this thing of making the zombie rotten flesh texture alsol skulls texture of the human skull and how about blood texture if you don't mind
thanks for the tutorial requests.