This is great - thanks for sharing! I know this is about shaders but i'd be really interested to see your workflow for creating the complex geometry slicing which appears to be based on the shader... basically what you show on the Suzanne around 2:00... ? i'm going to go and experiment now....
Perfect! For a long time, I also struggled with this issue. A small detail is missing. An old tree that has cracks across the rings. Otherwise, the issue can be considered closed. Huge thank you man! Good health and strength for research.
@jcsekinger that's either quilted/tiger stripe wood, where the grain is like sand ripples on a beach, or the chaotic crotch pattern where a branch comes off the trunk. Best example of the rays is quartersawn oak, or riftsawn oak. Oak has huge rays, maple had tiny rays
This is a great tutorial, but I don't understand why normalizing the texture coordinate makes the noise scale away from the center. Could someone please explain it to me ?
Would you please give me some discount on the basic Wood purchase... i want to buy actually i tried to create but after some time there are bug when i am changing cables between position and coordinate it changes the texture of wood which is not useful for me and i am unable to fix i have tried 3 times but same problem happens only at the time of changing coordinate cable for position
Okay, what I did to replicate the nested rings effect was use a geometry node to displace the surface of a series of nested cylinders. Because they were all displaced by the same amount they were perfectly nested. Is that how you did your nested rings?
I find this hard to follow just starting to learn nodes. I know you probably don't want to repeat info you've gone over in other videos, but it would be nice to not have to look for it in a separate thing.
Honestly if you are trying to follow this guy as first timer don't ! probably don't even bother if unless you really want make his variotion of wood. He overly complicates things and than skips required parts. Follow Ryan King Art instead, to it also takes bit of learning curve to follow his tutorials as well.
I would definitely start with a more basic material tutorial first but don't give up. I personally like this one because since it's procedural, you don't have to mess with UV maps which depending on your object can be a huge headache. And the result is very close to realistic with some tweaks to the scale. I just stopped the video a lot and slowed it down in some parts to see what he was changing. The only parts I noticed that he changed but didn't show is sometimes he changes the values a little, but he does show the whole node setup at the end if you want to check your work. And he doesn't show the keyboard shortcuts that he uses, and he uses them a lot.
Wow great wood materials! 👍
This is great - thanks for sharing! I know this is about shaders but i'd be really interested to see your workflow for creating the complex geometry slicing which appears to be based on the shader... basically what you show on the Suzanne around 2:00... ? i'm going to go and experiment now....
Very nicely done. The texture already looks amazing. Looking forward to the next one.
Wow, welcome back , good work 😆
Perfect! For a long time, I also struggled with this issue. A small detail is missing. An old tree that has cracks across the rings. Otherwise, the issue can be considered closed. Huge thank you man! Good health and strength for research.
Thank you, and it's good to see you back.
How can you make variation to wooden objects next to each other?
Great job. I'd been waiting for this one, and I think you've done a great job with the explanations.
Very nice tutorial!
Awesome. Good to see you again!
Another great video. Are you going to add medullary rays to the texture to make it even better
oh ! @Oswyn Faux is there a relation between the medullary rays and the "flambed wood" ? (f.e. at the backside of a violin)
@jcsekinger that's either quilted/tiger stripe wood, where the grain is like sand ripples on a beach, or the chaotic crotch pattern where a branch comes off the trunk. Best example of the rays is quartersawn oak, or riftsawn oak. Oak has huge rays, maple had tiny rays
Great to see another tutorial from you.
This is a great tutorial, but I don't understand why normalizing the texture coordinate makes the noise scale away from the center. Could someone please explain it to me ?
Really, it’s absolutly amazing for me. Thank you very much ! I need to add medullary rays. Can you give me an idea please ? I can’t do it !
Would you please give me some discount on the basic Wood purchase... i want to buy actually i tried to create but after some time there are bug when i am changing cables between position and coordinate it changes the texture of wood which is not useful for me and i am unable to fix i have tried 3 times but same problem happens only at the time of changing coordinate cable for position
The problem might be in the change of the functionality of the nodes due the Blender update to 4.0. It makes allot of instruction videos obsolete.
Very nice, thank you for sharing
Thanks
How did you separate the mesh into cylinders based on the shader output? I've been trying to figure that out for hours
Okay, what I did to replicate the nested rings effect was use a geometry node to displace the surface of a series of nested cylinders. Because they were all displaced by the same amount they were perfectly nested.
Is that how you did your nested rings?
Once again I bow to your brain. 🤯
Nice❤❤❤❤❤
I find this hard to follow just starting to learn nodes. I know you probably don't want to repeat info you've gone over in other videos, but it would be nice to not have to look for it in a separate thing.
Honestly if you are trying to follow this guy as first timer don't ! probably don't even bother if unless you really want make his variotion of wood. He overly complicates things and than skips required parts.
Follow Ryan King Art instead, to it also takes bit of learning curve to follow his tutorials as well.
I would definitely start with a more basic material tutorial first but don't give up. I personally like this one because since it's procedural, you don't have to mess with UV maps which depending on your object can be a huge headache. And the result is very close to realistic with some tweaks to the scale. I just stopped the video a lot and slowed it down in some parts to see what he was changing. The only parts I noticed that he changed but didn't show is sometimes he changes the values a little, but he does show the whole node setup at the end if you want to check your work. And he doesn't show the keyboard shortcuts that he uses, and he uses them a lot.