bruh i love you, i just started doing some things in blender and the colors and texture always end looking really flat and boring but u saved me with this one... thanks again
thank you. just struggled with a wood tutorial that had 6 thousand nodes that felt lika a cobwebs of hell and this was like do like this and its good. Thanks :)
Amazing tutorial, i read comments and yes there should be explanation, but for me who never done this but got experience just using layout blender i atleast got idea how it's made xd thanks a lot :D
Hi! When you have the Node Wrangler Addon activated, you can press Ctrl + T to automatically create a Mapping and a Texture Coordinate node. To make sure that your addon is active, go to Edit > Preferences > Add-ons and type "node" on the research box.
Awesome tutorial, the material is perfect! One question: which parameters should I touch to scale down the texture in order to make it work for a bigger model?
hi. Just watched your tutorial and do everything like in the video( im on a 2.93.1) can you explain what to do? when i connect final material to viewer everything go ok but when i connect it to bsdf it just goes pink. please if you know help
Amazing! Thanks for this tut! It seems like in Blender 2.93 Noise Textures are colored instead of B/W. Any idea how to change that? Edit: I figured it out! Was going out of color instead of factor!
At 4:47 once youve added the wood compression section your texture in the display suddenly changes from being oriented to the X axis to a Z axis orientation but you aren't pressing anything? Required setting my wave texture band axis to Z to follow exactly but I can plainly see that yours is still set to X. What's happening here?
Actually, that was a mistake of mine when editing this video, I did change the orientation of the axis to -90 Y but I accidentally cut this out of the video. I tried to repair this mistake adding this information in the subtitle.
My real question is, where did you learn how to make the procedurals like this? I mean, I am no expert, but I never would have thought to plug generated into the MixRGB or make one texture another textures scale driver. Have you just messed around with them for ages? Or is there a good place to learn the principles to make my own textures?
My best advice would be to sit one day in front of your computer, open blender and start by creating simple nodes using every texture available on the program, just to get familiar with it, mess around with the values, add other nodes just to see the result. Sometimes you will see a tutorial online and you look at the combination of nodes people are making and you know that you can do this combination to achieve the same result in another material. There is also a video here on youtube where someone explain all nodes, it's a 1 hour video btw. But to achieve good results, you need a mix of node expertise and good references. It's always good to see how other people create their nodes.
@@DiegoBessa3D First of all, thanks for taking the time to reply :) Second, I found videos from Daniel Krafft and Default Cube relating to nodes, so Ill just carve out the time to watch and process these. Its quite obvious now that you mention it that reference would be required even for materials. Thank you for the advice.
@@AwesomeFelix14 I still dont get it, I dont have the viewer node and couldnt make ctrl shift left click work. I think its because he has blender retopoflow addon bought no?
I'm not sure, you would need to test it, although some tweaking may be required, because there are some differences between the texture maps of these versions.
There are two ways to create a texture that I know of: The fist is the most known and common way to create a texture, that is by using a texture map. The most basic way to do it is by connecting the texture in the shader and making sure it's correctly applied to the UV, if it is necessary. The most complex way to do this will involve not only the texture but a bump map, specular map, and many other maps that will define the material glossiness, transparency, shine, mirror and metallic effects and so on and it can be as complex shader like this one here. But this method has it's limitations: You either need to buy expensive high definition textures or have a good enough skill to create one. On the other hand, you have procedurally generated materials, like this one I am creating. They are certainly more complex shaders, with a lot of connections that most of the time, appear to make no sense just by looking at the shaders, but the results they can create are endless. For me, their strongest point are that they fit perfectly almost everywhere without a UV map, and without the need to know how to paint a texture. But in both cases, most of time what will define the material quality is strongly related to the complexity of the shader.
3 years later it still helpfull, I thank you for this tutorial ❤
Thank you soooo much for your time.
One of the best wood textures tutorials I have seen, looks so real and you have the flexibility to play with the colors.
you my friend, deserve a award... for most awards deserved that you haven't received
Omg 😍 best video i have seen till now on wooden meterial
Can't believe this doesn't have more views, perfect tutorial!
The tutorial is not perfect. There needs to be some explaining
@@animeboy93 Agreed!
Thank you so much, Im currently making a mantelpiece above a fire for a trailer to an upcoming project of mine and this tutorial really helped!
no explanation needed, easy to follow and the results are amazing!! Thanks for sharing this.
the best wood shader among all, supergipermega realistic!
after knots - wait, do you want to make it even better? after grain - whaaaat, even more????? are you a magician???) excelent work, thanks!!!!!
This is hands down the best wood texture i saw so far. Great job !
bruh i love you, i just started doing some things in blender and the colors and texture always end looking really flat and boring but u saved me with this one... thanks again
Best wood shader tutorial i found!
I like that everything is so arranged, named and marked with colors. ♥
Best wood on youtube
I've watched many procedural wood shaders tuts and this is my favorite
same
Incredible work...
wow that look amazing
this is sick bro
thank you. just struggled with a wood tutorial that had 6 thousand nodes that felt lika a cobwebs of hell and this was like do like this and its good. Thanks :)
Men you need to do a baking tutorial of this materials this is so awesome. I totally give you a thumbs up!
isn't amazing to think how far computers have come regarding generating realistic images? like damn
Subscribed! Love how its organized and You showed us how to alter it in future projects! Thanks!!!
This is highly professional
Normal speed was quite a bit fast, but .5 got just right. Wood looks great, thanks.
You kind person. Produce quality
Thank you!
Thank you.
C'est le meilleur bois procédural que j'ai vu sur youtube ! incroyable il est parfait
excuse moi, j'essaie de faire le tuto et a 4min40 rien ne s'affiche en faisait ctrl + T tu saurais pas c'est quoi le souci par hasard ?
@@herisson4994 un addon a activer je crois
@@herisson4994 En effet, il faut que tu actives Node Wrangler dans Edit > Prenferences > Add-ons
Best wood texture
A very realistic wood! Thanks a lot for your tutuorial!
Thank you for this tutorial
Amazing tutorial, i read comments and yes there should be explanation, but for me who never done this but got experience just using layout blender i atleast got idea how it's made xd thanks a lot :D
Very good... Thank you for sharing
Great tutorial! Looks even better up close. Thanks for posting.
Really helpful!
God level skills ❤️
Great vid!
hey man, really appreciate it! good luck on your projects!
that's a game changer for most
Thank you!!
Thanks for this!
Thank you! This helped me so much with my L. Da Vinci flying machine textures! :)
I don't understand this part 2:20 what did you click? I tried Ctrl plus T and it didn't work :(
Hi! When you have the Node Wrangler Addon activated, you can press Ctrl + T to automatically create a Mapping and a Texture Coordinate node. To make sure that your addon is active, go to Edit > Preferences > Add-ons and type "node" on the research box.
@@DiegoBessa3D Oh ok, thanks a ton! 😁
this is what I needed 🔥
Awesome tutorial, the material is perfect!
One question: which parameters should I touch to scale down the texture in order to make it work for a bigger model?
Since the end product is all mixed together id assume all you have to do is change the scaling on the mapping node.
literally the perfect tutorial thank you
Excellent! Thank you for sharing!
My man
Wow, nice 👍 Thank you
thenks
this tutorial was awesome!
Wooow! Congrats and thank you!
that's great, thank you so much
Thank you, This is a really remarkable tutorial! Also, I liked the music a lot ;)
hi. Just watched your tutorial and do everything like in the video( im on a 2.93.1) can you explain what to do? when i connect final material to viewer everything go ok but when i connect it to bsdf it just goes pink. please if you know help
wonderful tutorial. Thanks so much!
thank you for the tutorial. however there was nothing quick about making this texture
Amazing! Thanks for this tut! It seems like in Blender 2.93 Noise Textures are colored instead of B/W. Any idea how to change that? Edit: I figured it out! Was going out of color instead of factor!
you coud just use a color range with black and white and "ease" setting,
perfect work !
Is there a way to save this set up to use on other models?
how did you get the viewer option? Its not available on mine
At 4:47 once youve added the wood compression section your texture in the display suddenly changes from being oriented to the X axis to a Z axis orientation but you aren't pressing anything? Required setting my wave texture band axis to Z to follow exactly but I can plainly see that yours is still set to X. What's happening here?
Actually, that was a mistake of mine when editing this video, I did change the orientation of the axis to -90 Y but I accidentally cut this out of the video. I tried to repair this mistake adding this information in the subtitle.
I am not able to download the blend File from the discription Google drive link
THANK YOU
Thanks!
This is my favouriteeeeeeee!!!! ❤️❤️❤️❤️
Wow nice. Thank you
I'm not able to see vewer option what should I do?
Great job, thank you for this!
Good tutorial! thanks a lot
just found your channel. sorry to see you've stopped but you denfinitely should have more subs
nice job!
Thank you so much for the tutorial ♥!! It helped a ton!!
why can't I export the material to ue4? it's just a white material outside of blender
thankss
Crazy! ty
great
this is the best! thanks O:)
My real question is, where did you learn how to make the procedurals like this? I mean, I am no expert, but I never would have thought to plug generated into the MixRGB or make one texture another textures scale driver. Have you just messed around with them for ages? Or is there a good place to learn the principles to make my own textures?
My best advice would be to sit one day in front of your computer, open blender and start by creating simple nodes using every texture available on the program, just to get familiar with it, mess around with the values, add other nodes just to see the result. Sometimes you will see a tutorial online and you look at the combination of nodes people are making and you know that you can do this combination to achieve the same result in another material. There is also a video here on youtube where someone explain all nodes, it's a 1 hour video btw. But to achieve good results, you need a mix of node expertise and good references. It's always good to see how other people create their nodes.
@@DiegoBessa3D First of all, thanks for taking the time to reply :) Second, I found videos from Daniel Krafft and Default Cube relating to nodes, so Ill just carve out the time to watch and process these. Its quite obvious now that you mention it that reference would be required even for materials. Thank you for the advice.
how did you get that viewer node?
Ctrl + shift + left click on a node you want it to be connected to.
@@AwesomeFelix14 I still dont get it, I dont have the viewer node and couldnt make ctrl shift left click work. I think its because he has blender retopoflow addon bought no?
Nevermind, it worked when I clicked on musgrave :) thank you very much
I was here.
Thank you so much for the Tutorial! How did you learned how to do this??? Like how
great tutorial
i don't have the viewer node
Come back and make more contents. The Blender time has come.
This is the best but the video is in low res...
Did you get all that? So just plug the texture info's UV node into the color input of a mix rgb node, then .....
awsome
can't wait to trty it out tomorrow!
OP bro. TY ;)
Phomenal👌... How export maps for unreal 4 without losing any quality?
Thankyou!
like like like
Does this also work in Blender 2.83?
I'm not sure, you would need to test it, although some tweaking may be required, because there are some differences between the texture maps of these versions.
👍👍👍
A bit fast, but once I slowed down it was helpful
very very good. but my eevee can't render, need use cycle T...T , but I like this tutorial.
Dude how do you even come up with this stuff ?
🍻
There must be an easier way to get wood texture right? I'm a beginner and it feels like you have to do so many actions just to get wood texture?
There are two ways to create a texture that I know of:
The fist is the most known and common way to create a texture, that is by using a texture map. The most basic way to do it is by connecting the texture in the shader and making sure it's correctly applied to the UV, if it is necessary. The most complex way to do this will involve not only the texture but a bump map, specular map, and many other maps that will define the material glossiness, transparency, shine, mirror and metallic effects and so on and it can be as complex shader like this one here. But this method has it's limitations: You either need to buy expensive high definition textures or have a good enough skill to create one.
On the other hand, you have procedurally generated materials, like this one I am creating. They are certainly more complex shaders, with a lot of connections that most of the time, appear to make no sense just by looking at the shaders, but the results they can create are endless. For me, their strongest point are that they fit perfectly almost everywhere without a UV map, and without the need to know how to paint a texture.
But in both cases, most of time what will define the material quality is strongly related to the complexity of the shader.