All language subtitles for Procedural Wood Material - Blender Tutorial - English -generated) )
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hello and good morning I'm Lachlan and
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today we're going to be creating this
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procedural wood material in blender now
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I make a fair few product models um and
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I recently used this on a project I made
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this turntable vinyl player and I
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thought I would share with you guys some
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material that I made for this one so
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let's jump into blender and get underway
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so in our pretty full of fresh blender
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scene I've just got here a big
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subdivided icosphere so you can just go
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like shift a uh one of these guys make
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it nice and round and then I've also
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just got for our lighting scenario I've
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just got ourselves a big old area light
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really nice and big and just set to 1500
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just so it's nice and easy to seal we're
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working with it's probably not the best
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for scene lighting like when you're
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doing a real shot but just so we can see
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what we're doing here and then also I've
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got in the artist workshop hdri and
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that's from polyhaven I'll link it down
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below and that's going to help us fill
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in all the Shadows
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um so with all that lighting out of the
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way let's get underway into our shading
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tab so with our ball selected we are
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going to add a new material we can call
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this guy wood
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and also we will be using for this one
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we'll be using um Cycles now you can
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this does work in Eevee but Cycles you
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get those better Shadows so that's what
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we're going to be rolling with so with
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our new material selected essentially
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how this is going to run is you sort of
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have four sections to this wood right we
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have the color we're then going to have
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the main grain I guess the main pattern
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of the wood we're then going to have
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some extra little knots and sort of
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imperfections on it and then we're going
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to have sort of like the smaller detail
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scratches running down that as well
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so first of all let's get our main sort
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of pattern done to get the big grain
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done so for the grain we're gonna go
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shift a and that ourselves a Musgrave
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texture and then on your shift a and
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also add ourselves a noise texture
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beautiful now we can get started on this
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Musgrave texture so to preview it you
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can hold Ctrl and shift and then just
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click on it and you can see what we're
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working with so for the scale on our
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Musgrave texture it's 4.6
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and for our detail cranking it all the
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way up pretty much drags up all the way
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to 15. now our Dimension we're going to
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bring all the way to zero and that's
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going to start to really give us that
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nice sort of grainy detail we're after
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and that's pretty good that's it for the
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Musgrave texture now we can start
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working on our noise texture so I'm just
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going to control shift and click on this
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guy
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now we're going to get the scale up a
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little bit 27.8 up or down I never know
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what to say like lower number makes it
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bigger so is it bringing it up I don't
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know whatever I'm going to say bring it
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up because the numbers higher 7.8 to
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detail up to an 11 so as you can sort of
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see it's getting a bit more detail in
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here leave the roughness but then our
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Distortion we're going to set to a 1.12
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and as you can sort of see it sort of
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makes that like Rippling effect if I
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control Z there we go so it's going to
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sort of help us with our knots a little
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bit
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beautiful so what else we need for this
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guy for this knot section is we're going
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to need a mix RGB so shift a mix RGB I'm
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actually going to need two of them so
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what you can do is with it like hovering
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over it you can press shift d and that
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will duplicate them it's going to move
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these guys a little bit over this way
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and then on our mix Shader we need to
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get um all our mapping and stuff so with
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the node Wrangler add-on if you don't
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have that selected if you go into your
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preferences
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um you can search up for the node
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Wrangler add-on that means we can hit
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Ctrl T and I have no idea why it's
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giving me an image texture with that guy
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open delete him and we just need to plug
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our mapping and our coordinates up
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so which is what my goal was to really
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use this object coordinate for pretty
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much all the textures so no matter what
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you put this on it should look great and
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you can sort of change the scale with it
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um but so object for that I went into
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the mapping
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and then we are going to need um not
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into the factor for this only I'm
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mapping into our color one
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and we need to plug the color from our
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first mix into the vector of the noise
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texture
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and then we're going to need to plug our
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noise texture
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into our Muzz grave and then also into
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our color two if you can see that so
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it's into the color two of this mix
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and our Musgrave will go into color one
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hope we're all following so noises in
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the vector of the Musgrave and into the
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color two of that last mix
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perfect so with our mapping node
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um this is where we're sort of going to
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warp it to give us that like the wood
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effect because currently it's really
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even if you mean it's like circle circle
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we need to sort of stretch it out a
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little bit so to do that we're going to
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be using the scale here so for our
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x-axis I literally made this a little
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bit bigger at one 0.8 but then for our Y
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and Z axis select them both and make
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that a
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0.15 and here we go now you can sort of
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see what we're working with right and
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then let's say as well you want your
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wood to go horizontally on your object
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you know kind of it's running sort of
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vertically you can literally just sort
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of change these guys
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um change these guys around and that
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will have it run
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um
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no that way sorry I've been just being a
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goose
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um oh gosh there's a zed so you'd have
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that like that and then 0.15 and that's
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how you get it to go that way cool cool
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cool I'm just gonna get rid of all of
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that perfect
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so with our mix Shader um we're going to
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move the factor across because it's
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going to sort of help us blend between
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our sort of nothingness and then our
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shaders so as you can see it's like full
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of the noise and then it's the full gray
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and then this is where like I'm not too
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technical with this but the blacker it
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is sort of like the stronger the effect
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and like it sort of whatever I'm not too
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sure but anyway this is just set to BF
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BF BF geez I'm glad I know what I'm
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talking about
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um so I sent that to that guy and now
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factor for this one is going to be a 0.2
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so it's going to be the nicest blend
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between like heaps of the texture and
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then just nice and um the plain sort of
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color
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then with our second mix Shader we're
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going to set this guy to a 0.85
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and you'll sort of see this is what's
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going to help us um when we blend with
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the colors
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um so I'll set those 0.85 and you'll see
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how we can use that in a little bit
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later so now that we've got all of that
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that's sort of the main grain bit so if
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you want to be at Little good people
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right now you're going to shift a and
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add yourselves a frame
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let's grab all these guys
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grab all these guys chuckle in the frame
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and then on your little side panel or
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you can press n just with this Frame
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selected we can just call this main
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grain and that's going to be the main
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grain perfecto
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now we can start and the color so we can
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sort of see properly what this is doing
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so I'm just going to move this guy over
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a little bit so we can see a bit better
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now for our color
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guess what we're going to add a color
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amp no way who would have thought shift
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a color amp and then we're also going to
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need another mix RGB and we're going to
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use this one a little bit later but for
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now we're just going to set it to
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multiply so don't worry too much about
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this guy he's going to become apparent a
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little bit later when we start adding
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the other details
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but let's jump into our color amp here
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so what I'll do so we can see what we're
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doing I'm going to plug the mix from our
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main Grange into here and just into here
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just so we can see what we're doing and
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now you can sort of see how this is
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going to all work so for our color amp
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we need two more color little droppies
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here to get a nice sort of color fade so
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plus plus and we can get started so for
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the first color the black on the left
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here the hex code is going to be three
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three one e one two beautiful and that's
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all the way to the left
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and also by the way you can change these
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colors later maybe make a nice darker
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Walnut I'm just showing what you guys
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did but then feel free change this as
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much as you like get some really good
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results or some like deeper tones as
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well
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um but for the next color our hex code
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is going to be three two one e one two
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and then for the position of this guy
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it's going to be set to a
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0.18185 like that beautiful now for our
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third dude our hex code is going to be
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seven F five six two e hit enter oh yeah
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now now we're looking good and this is
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the position is set to a point five six
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five
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and then last but not least our fourth
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color our hex code is going to be C4
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uh two four nine one six five perfect oh
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there we go we pretty much got your
243
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production wood here and this one's
244
00:08:29,520 --> 00:08:32,760
position is all the way to the end so
245
00:08:31,500 --> 00:08:34,740
literally if you want to you can pretty
246
00:08:32,760 --> 00:08:36,839
much call it a day of audio a really
247
00:08:34,740 --> 00:08:39,300
nice sort of knotty wood texture going
248
00:08:36,839 --> 00:08:40,800
on here but we're gonna get a little bit
249
00:08:39,300 --> 00:08:42,180
more creative and add a little bit more
250
00:08:40,800 --> 00:08:43,740
going on so I'm just going to move all
251
00:08:42,180 --> 00:08:45,540
these guys and now we're gonna get
252
00:08:43,740 --> 00:08:46,980
starting add some um
253
00:08:45,540 --> 00:08:49,740
a little sort of like knots and
254
00:08:46,980 --> 00:08:51,360
Imperfections to it so for the knots
255
00:08:49,740 --> 00:08:53,580
we're gonna go shift a and add ourselves
256
00:08:51,360 --> 00:08:55,620
a Musgrave texture
257
00:08:53,580 --> 00:08:57,540
zoom in here and then we're also going
258
00:08:55,620 --> 00:09:00,860
to shift a and add ourselves a wave
259
00:08:57,540 --> 00:09:02,760
texture where are we beautiful
260
00:09:00,860 --> 00:09:04,380
perfecto
261
00:09:02,760 --> 00:09:06,779
now we can start doing our Musgrave
262
00:09:04,380 --> 00:09:08,580
texture first for these little knots so
263
00:09:06,779 --> 00:09:10,200
Ctrl shift click on a Musgrave so we can
264
00:09:08,580 --> 00:09:13,620
preview what we're doing we're going to
265
00:09:10,200 --> 00:09:15,779
set the detail all the way up to um the
266
00:09:13,620 --> 00:09:18,540
details so sorry detail all the way up
267
00:09:15,779 --> 00:09:20,220
to 15. let's put that back whatever
268
00:09:18,540 --> 00:09:23,399
um Dimension is not going to go down to
269
00:09:20,220 --> 00:09:27,480
a 0.26 so here we go again some nice
270
00:09:23,399 --> 00:09:31,440
effect here and then our La current the
271
00:09:27,480 --> 00:09:32,760
bottom one is going to be a 2.4 Perfecto
272
00:09:31,440 --> 00:09:35,459
so we're going to be using this wave
273
00:09:32,760 --> 00:09:38,580
texture to affect the scale of this guy
274
00:09:35,459 --> 00:09:40,080
so we can plug our wave texture into the
275
00:09:38,580 --> 00:09:41,339
scale and as you can sort of see it's
276
00:09:40,080 --> 00:09:42,360
going to stretch it down a little bit
277
00:09:41,339 --> 00:09:44,279
for us
278
00:09:42,360 --> 00:09:45,480
and with the control shift click on a
279
00:09:44,279 --> 00:09:47,519
wave texture so we can start working
280
00:09:45,480 --> 00:09:50,220
with we're going to set the scale of our
281
00:09:47,519 --> 00:09:51,959
wave texture to a 0.7
282
00:09:50,220 --> 00:09:54,360
Distortion we're going to go all the way
283
00:09:51,959 --> 00:09:55,740
up to a 4.5 so that's going to sort of
284
00:09:54,360 --> 00:09:58,920
drag it down and sort of make it a bit
285
00:09:55,740 --> 00:10:00,140
squirrely our detail however goes down
286
00:09:58,920 --> 00:10:04,860
to
287
00:10:00,140 --> 00:10:07,500
1.14 the scale up to a five for that guy
288
00:10:04,860 --> 00:10:08,820
so looking good so far
289
00:10:07,500 --> 00:10:11,160
um and then our roughness we keep it at
290
00:10:08,820 --> 00:10:12,480
0.5 and we leave our phase offset so
291
00:10:11,160 --> 00:10:14,339
we're going to need our coordinates
292
00:10:12,480 --> 00:10:16,200
again so you could if you wanted to um
293
00:10:14,339 --> 00:10:17,940
come off this one here but I sort of
294
00:10:16,200 --> 00:10:19,140
like to keep it all nice and clean so
295
00:10:17,940 --> 00:10:21,600
I'm going to on our wave texture I'll
296
00:10:19,140 --> 00:10:22,980
hit Ctrl T to bring up this guy we don't
297
00:10:21,600 --> 00:10:24,120
need our mapping node right now so we
298
00:10:22,980 --> 00:10:25,800
can get rid of him
299
00:10:24,120 --> 00:10:27,660
and we're going to plug now I really
300
00:10:25,800 --> 00:10:30,060
wish I could have used the object for
301
00:10:27,660 --> 00:10:32,040
this one but it just didn't really like
302
00:10:30,060 --> 00:10:33,720
it just didn't work as well it still
303
00:10:32,040 --> 00:10:36,420
sort of does but it looks so much better
304
00:10:33,720 --> 00:10:38,399
with the UV plugged in
305
00:10:36,420 --> 00:10:39,959
um it still worked on most models for me
306
00:10:38,399 --> 00:10:41,220
you can play around we're trying to get
307
00:10:39,959 --> 00:10:43,620
it to work on your object but I just
308
00:10:41,220 --> 00:10:44,820
preferred this um effect of the UV I'll
309
00:10:43,620 --> 00:10:46,800
show it a bit better later when we have
310
00:10:44,820 --> 00:10:49,019
the sort of colors on it
311
00:10:46,800 --> 00:10:51,120
but UV for that one and then we're going
312
00:10:49,019 --> 00:10:54,360
to need a color ramp to help us control
313
00:10:51,120 --> 00:10:56,760
these two textures here so shift a so
314
00:10:54,360 --> 00:10:57,660
just as a color amp we can plug it into
315
00:10:56,760 --> 00:11:00,019
here
316
00:10:57,660 --> 00:11:02,220
now we click on this guy
317
00:11:00,019 --> 00:11:03,540
what we need to do is we need to
318
00:11:02,220 --> 00:11:04,980
actually go into
319
00:11:03,540 --> 00:11:06,959
um control shift click there we go we
320
00:11:04,980 --> 00:11:09,600
need to flip our color amp because we're
321
00:11:06,959 --> 00:11:11,399
going to be using this multiply here and
322
00:11:09,600 --> 00:11:12,839
that works with our dark factors so we
323
00:11:11,399 --> 00:11:15,000
need to all the black is what we're
324
00:11:12,839 --> 00:11:17,820
going to see so we need to swap these
325
00:11:15,000 --> 00:11:19,380
guys over like that so this black is
326
00:11:17,820 --> 00:11:21,959
what's going to show through on the
327
00:11:19,380 --> 00:11:23,700
texture but we also don't need it that
328
00:11:21,959 --> 00:11:26,160
strong so what you can do is we can just
329
00:11:23,700 --> 00:11:29,760
bring up the color of this black make it
330
00:11:26,160 --> 00:11:31,019
a bit lighter so for this I used A6 A6
331
00:11:29,760 --> 00:11:32,640
A6
332
00:11:31,019 --> 00:11:34,380
but obviously feel free to play around
333
00:11:32,640 --> 00:11:36,180
with this guy as well
334
00:11:34,380 --> 00:11:37,980
so now that we've got these guys sort of
335
00:11:36,180 --> 00:11:41,040
all done I'm going to add another frame
336
00:11:37,980 --> 00:11:43,260
in so shift a add ourselves a frame grab
337
00:11:41,040 --> 00:11:45,839
them and then on a little panel with
338
00:11:43,260 --> 00:11:49,560
that selected we can just name this I
339
00:11:45,839 --> 00:11:50,700
guess like not slash imperfections
340
00:11:49,560 --> 00:11:52,860
that's probably spelled wrong but who
341
00:11:50,700 --> 00:11:54,779
cares so is that sort of that one we can
342
00:11:52,860 --> 00:11:55,800
move this move these guys a bit closer
343
00:11:54,779 --> 00:11:57,420
together
344
00:11:55,800 --> 00:12:00,180
and now we can sort of plug these guys
345
00:11:57,420 --> 00:12:02,640
all in so with our color we can plug
346
00:12:00,180 --> 00:12:04,680
this into the color one of from our
347
00:12:02,640 --> 00:12:06,300
knots and Imperfections and then we need
348
00:12:04,680 --> 00:12:08,279
our main grain that's going to go into
349
00:12:06,300 --> 00:12:10,440
color two
350
00:12:08,279 --> 00:12:13,019
and then we need to plug our color from
351
00:12:10,440 --> 00:12:14,579
the multiply into our color ramp and now
352
00:12:13,019 --> 00:12:16,920
you can sort of see what's going on a
353
00:12:14,579 --> 00:12:18,899
little bit more here so with our
354
00:12:16,920 --> 00:12:22,200
multiply we need to set this to a 0.8
355
00:12:18,899 --> 00:12:25,200
and this guy sort of controls how much
356
00:12:22,200 --> 00:12:27,240
of like just that texture we're seeing
357
00:12:25,200 --> 00:12:28,740
or how much of just the grain so you
358
00:12:27,240 --> 00:12:31,980
have lots of Freedom you can have quite
359
00:12:28,740 --> 00:12:34,079
a soft wood with bigger imperfections or
360
00:12:31,980 --> 00:12:35,160
vice versa and then same like if you
361
00:12:34,079 --> 00:12:35,880
want
362
00:12:35,160 --> 00:12:37,320
um
363
00:12:35,880 --> 00:12:39,180
that's how you set it there if you're on
364
00:12:37,320 --> 00:12:42,060
your um little imperfections to be a bit
365
00:12:39,180 --> 00:12:44,100
stronger you can just make it plucker
366
00:12:42,060 --> 00:12:45,779
and there we go if you want them softer
367
00:12:44,100 --> 00:12:47,040
you can make them it's probably you
368
00:12:45,779 --> 00:12:48,600
can't really see them you can make them
369
00:12:47,040 --> 00:12:50,820
whiter
370
00:12:48,600 --> 00:12:52,680
hope we are all following along so I'll
371
00:12:50,820 --> 00:12:55,380
send that back to 8606 and then this one
372
00:12:52,680 --> 00:12:56,820
you have to point eight that's what I I
373
00:12:55,380 --> 00:12:58,380
was happy with that one so we're already
374
00:12:56,820 --> 00:12:59,700
looking really really good I'm just
375
00:12:58,380 --> 00:13:02,040
going to add a little bit more detail
376
00:12:59,700 --> 00:13:04,399
sort of the finer little streaks within
377
00:13:02,040 --> 00:13:04,399
the wood
378
00:13:04,800 --> 00:13:09,120
beautiful so for our smaller sort of
379
00:13:07,380 --> 00:13:10,200
little scratches I'll zoom in so we can
380
00:13:09,120 --> 00:13:11,700
see a bit better
381
00:13:10,200 --> 00:13:14,339
um come up here when you're shift a and
382
00:13:11,700 --> 00:13:15,300
it tells another Musgrave texture and
383
00:13:14,339 --> 00:13:16,680
we're going to need the mapping and
384
00:13:15,300 --> 00:13:19,320
stuff for this one as well so with it
385
00:13:16,680 --> 00:13:20,760
selected Ctrl T it's going to hide our
386
00:13:19,320 --> 00:13:22,920
panel
387
00:13:20,760 --> 00:13:25,920
beautiful and then we're going to need
388
00:13:22,920 --> 00:13:28,260
our object coordinate into our mapping
389
00:13:25,920 --> 00:13:29,519
node and we can start playing with our
390
00:13:28,260 --> 00:13:30,600
Musgrave so I'm going to control shift
391
00:13:29,519 --> 00:13:31,500
click on that so we can see what we're
392
00:13:30,600 --> 00:13:36,600
doing
393
00:13:31,500 --> 00:13:38,940
now for this guy scale 15 detail 15 and
394
00:13:36,600 --> 00:13:41,760
then our luck surround or whatever the
395
00:13:38,940 --> 00:13:43,260
hell the thing's called 2.5 beautiful
396
00:13:41,760 --> 00:13:44,820
and now we're going to Chuck in a color
397
00:13:43,260 --> 00:13:47,040
ramp so we can control it a bit better
398
00:13:44,820 --> 00:13:49,800
so shift a and ourselves a color ramp
399
00:13:47,040 --> 00:13:51,420
and Chuck it into there we can control
400
00:13:49,800 --> 00:13:54,000
shift click on this guy
401
00:13:51,420 --> 00:13:55,260
so let's see how we're dealing with so
402
00:13:54,000 --> 00:13:56,700
um what we needed to do before actually
403
00:13:55,260 --> 00:13:58,440
we place our color ramp is obviously
404
00:13:56,700 --> 00:14:00,839
this doesn't look like scratches at all
405
00:13:58,440 --> 00:14:03,360
we need to sort of compress it to make
406
00:14:00,839 --> 00:14:06,660
it look like scratches so coming over to
407
00:14:03,360 --> 00:14:09,180
our mapping node on our x-axis here pump
408
00:14:06,660 --> 00:14:12,480
it all the way to 120 and you can sort
409
00:14:09,180 --> 00:14:13,800
of see now it's sort of compressing that
410
00:14:12,480 --> 00:14:15,480
texture and that's going to give us a
411
00:14:13,800 --> 00:14:17,820
nice little scratches so Chuck it all
412
00:14:15,480 --> 00:14:19,800
the way up there and you can as well
413
00:14:17,820 --> 00:14:22,019
then want to play you can play with your
414
00:14:19,800 --> 00:14:23,700
um y Factor as well to make this sort of
415
00:14:22,019 --> 00:14:25,680
scratches like it's like shorter and
416
00:14:23,700 --> 00:14:27,420
taller so I'm pretty sure I add mine to
417
00:14:25,680 --> 00:14:29,940
it I think it's just like a 0.8 so a
418
00:14:27,420 --> 00:14:32,220
little bit um a little bit longer
419
00:14:29,940 --> 00:14:34,260
and we're looking pretty good here now
420
00:14:32,220 --> 00:14:35,459
because sort of same as before how I do
421
00:14:34,260 --> 00:14:37,440
with this guy how I need it we're going
422
00:14:35,459 --> 00:14:38,880
to use the black and we need to flip
423
00:14:37,440 --> 00:14:41,940
this color ramp as well so I'm going to
424
00:14:38,880 --> 00:14:43,500
grab these guys swap them over and here
425
00:14:41,940 --> 00:14:44,820
we go so now you can see that these
426
00:14:43,500 --> 00:14:46,260
little black bits are going to be our
427
00:14:44,820 --> 00:14:47,880
scratches
428
00:14:46,260 --> 00:14:50,279
now we want to sort of make it a bit
429
00:14:47,880 --> 00:14:52,260
more defined so to do that we can bring
430
00:14:50,279 --> 00:14:55,139
in our color ramp now I set this one to
431
00:14:52,260 --> 00:14:57,480
a 0.125 for the white and then I'm going
432
00:14:55,139 --> 00:14:59,160
to bring my black in and see how we can
433
00:14:57,480 --> 00:15:00,720
sort of your sign to see a bit more it's
434
00:14:59,160 --> 00:15:02,459
a bit more like obvious bit more defined
435
00:15:00,720 --> 00:15:04,800
I was going to bring this guy all the
436
00:15:02,459 --> 00:15:06,720
way to I'm pretty sure at a point four
437
00:15:04,800 --> 00:15:09,600
so as you can see it's a lot more easy
438
00:15:06,720 --> 00:15:12,660
to see than is that a bit too soft so
439
00:15:09,600 --> 00:15:13,800
point four we're nearly there guys we're
440
00:15:12,660 --> 00:15:15,120
nearly there
441
00:15:13,800 --> 00:15:18,180
um we can be good at ourselves another
442
00:15:15,120 --> 00:15:20,639
frame shift a grab these guys pop them
443
00:15:18,180 --> 00:15:22,019
in there click on the frame parallel it
444
00:15:20,639 --> 00:15:25,139
just rinse and repeat and this will just
445
00:15:22,019 --> 00:15:28,079
be called I guess like scratches
446
00:15:25,139 --> 00:15:29,880
for now we can move him over here
447
00:15:28,079 --> 00:15:32,339
we're looking good we're nearly we're
448
00:15:29,880 --> 00:15:35,040
nearly there move this guy move this guy
449
00:15:32,339 --> 00:15:37,920
now obviously we need to essentially do
450
00:15:35,040 --> 00:15:39,660
the exact same thing that we did with
451
00:15:37,920 --> 00:15:41,639
this one with these two we need to add
452
00:15:39,660 --> 00:15:43,199
another multiply node so what I can do
453
00:15:41,639 --> 00:15:44,880
is just click on the multiply node press
454
00:15:43,199 --> 00:15:46,800
shift d
455
00:15:44,880 --> 00:15:48,180
AB that to put him over there and then
456
00:15:46,800 --> 00:15:49,620
it's going to move over so it can see a
457
00:15:48,180 --> 00:15:51,899
bit easier what to do hide that panel
458
00:15:49,620 --> 00:15:53,699
we're going to then plug these guys up
459
00:15:51,899 --> 00:15:56,760
so we need the color amp to actually
460
00:15:53,699 --> 00:15:58,860
come into color one so click on this
461
00:15:56,760 --> 00:16:01,320
coming to color one and that will come
462
00:15:58,860 --> 00:16:04,680
down into color two and then you can use
463
00:16:01,320 --> 00:16:06,660
this as well to then control how much of
464
00:16:04,680 --> 00:16:09,120
your scratches are coming in so zeros
465
00:16:06,660 --> 00:16:11,040
nine one's full I have mine at a pretty
466
00:16:09,120 --> 00:16:13,019
short it's a 0.5 pretty sure to skip to
467
00:16:11,040 --> 00:16:14,339
the point five so a nice little amount
468
00:16:13,019 --> 00:16:17,760
you can sort of see just adds a little
469
00:16:14,339 --> 00:16:19,740
bit more subtle detailing along I just
470
00:16:17,760 --> 00:16:21,600
make it a little bit more realistic
471
00:16:19,740 --> 00:16:23,699
because as realistic as you can make it
472
00:16:21,600 --> 00:16:25,740
it's one of those hard things with like
473
00:16:23,699 --> 00:16:26,880
image textures versus procedural like
474
00:16:25,740 --> 00:16:28,560
you want to talk as realistic as
475
00:16:26,880 --> 00:16:30,899
possible while doing it procedurally but
476
00:16:28,560 --> 00:16:32,100
it can be difficult so sort of there we
477
00:16:30,899 --> 00:16:33,420
go we're sort of like we're getting near
478
00:16:32,100 --> 00:16:35,519
the Finish Line we should have plugged
479
00:16:33,420 --> 00:16:37,560
this guy into our base color we can
480
00:16:35,519 --> 00:16:40,320
preview our principle and you can see
481
00:16:37,560 --> 00:16:42,360
just have those nice streaks all through
482
00:16:40,320 --> 00:16:44,339
it we're nearly done look at that I'm
483
00:16:42,360 --> 00:16:46,500
pretty happy with this so far
484
00:16:44,339 --> 00:16:48,720
look at this now we just want to add a
485
00:16:46,500 --> 00:16:50,459
little bit of bump to it give it a bit
486
00:16:48,720 --> 00:16:53,339
more texture as it does look like a very
487
00:16:50,459 --> 00:16:54,180
sort of smooth flat piece of wood right
488
00:16:53,339 --> 00:16:56,160
now
489
00:16:54,180 --> 00:16:58,800
so I'm going to move these out the way
490
00:16:56,160 --> 00:17:00,720
and I'm going to add myself in two bump
491
00:16:58,800 --> 00:17:02,220
nodes so I'm going to shift a and now
492
00:17:00,720 --> 00:17:03,899
this is a bump
493
00:17:02,220 --> 00:17:05,160
and I'm just going to press shift d and
494
00:17:03,899 --> 00:17:09,419
just duplicate that because we're going
495
00:17:05,160 --> 00:17:11,100
to have a one bump for the knots and um
496
00:17:09,419 --> 00:17:13,319
grain and then we're gonna have another
497
00:17:11,100 --> 00:17:14,459
one for all of our little scratches
498
00:17:13,319 --> 00:17:17,400
that's why we're going to be chucking in
499
00:17:14,459 --> 00:17:19,439
two so pretty simple we just need to
500
00:17:17,400 --> 00:17:21,780
Chuck the color around for all our knots
501
00:17:19,439 --> 00:17:24,240
and stuff that's going to go into the
502
00:17:21,780 --> 00:17:27,000
height of this first bump
503
00:17:24,240 --> 00:17:29,940
and then what we can do is we need the
504
00:17:27,000 --> 00:17:31,260
color from our scratches so that's going
505
00:17:29,940 --> 00:17:33,540
to come and that's going to come into
506
00:17:31,260 --> 00:17:34,620
the height of the second one stretch it
507
00:17:33,540 --> 00:17:36,419
down
508
00:17:34,620 --> 00:17:38,039
we can plug the normal from the first
509
00:17:36,419 --> 00:17:40,740
one to the normal and then the normal
510
00:17:38,039 --> 00:17:42,240
into their principal bsdf and there you
511
00:17:40,740 --> 00:17:44,640
go sort of see all those Shadows coming
512
00:17:42,240 --> 00:17:46,320
through now we don't need to be anywhere
513
00:17:44,640 --> 00:17:48,660
near as strong so I'm just going to
514
00:17:46,320 --> 00:17:50,400
control shift click on the first bump so
515
00:17:48,660 --> 00:17:52,080
you can see it's very very very bumpy
516
00:17:50,400 --> 00:17:55,080
I'm going to change down the strength of
517
00:17:52,080 --> 00:17:58,200
the not one to point two so it's still
518
00:17:55,080 --> 00:18:00,240
there but just not as harsh and then
519
00:17:58,200 --> 00:18:02,039
also then with our scratches these are
520
00:18:00,240 --> 00:18:03,840
quite like they're quite
521
00:18:02,039 --> 00:18:05,760
like aggressive so I'm going to turn
522
00:18:03,840 --> 00:18:08,220
these all the way down to a point one so
523
00:18:05,760 --> 00:18:12,600
just subtle but you can see it coming
524
00:18:08,220 --> 00:18:14,340
through that wood look at that and we
525
00:18:12,600 --> 00:18:16,140
are pretty like we're done we are done
526
00:18:14,340 --> 00:18:18,539
we can brush call it a day you can move
527
00:18:16,140 --> 00:18:20,160
this all around and clean it up if you
528
00:18:18,539 --> 00:18:23,220
like you know move that over there move
529
00:18:20,160 --> 00:18:26,039
this over here move them a bit closer
530
00:18:23,220 --> 00:18:27,240
and that is going to be it so I'm going
531
00:18:26,039 --> 00:18:29,340
to jump over here I'm going to give this
532
00:18:27,240 --> 00:18:32,820
guy a little render
533
00:18:29,340 --> 00:18:36,780
and Bam there we have it guys so here is
534
00:18:32,820 --> 00:18:38,340
my procedural wood material in blender
535
00:18:36,780 --> 00:18:40,320
um this was my first sort of material
536
00:18:38,340 --> 00:18:41,760
tutorial I'm so sorry I was looking at
537
00:18:40,320 --> 00:18:43,620
my phone he just had all the numbers on
538
00:18:41,760 --> 00:18:45,600
it but I really hope we enjoyed this guy
539
00:18:43,620 --> 00:18:47,100
I really want to see the work that you
540
00:18:45,600 --> 00:18:48,900
guys put this on and sort of what you
541
00:18:47,100 --> 00:18:50,520
can create with this I really hope you
542
00:18:48,900 --> 00:18:51,720
enjoyed the video feel free to like And
543
00:18:50,520 --> 00:18:53,880
subscribe it's really going to help me
544
00:18:51,720 --> 00:18:56,100
out and I will see you soon for some
545
00:18:53,880 --> 00:18:59,059
more designing and yeah happy designing
546
00:18:56,100 --> 00:18:59,059
guys cheers40786
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