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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:03,720 hello and good morning I'm Lachlan and 2 00:00:02,220 --> 00:00:06,899 today we're going to be creating this 3 00:00:03,720 --> 00:00:09,300 procedural wood material in blender now 4 00:00:06,899 --> 00:00:11,340 I make a fair few product models um and 5 00:00:09,300 --> 00:00:13,740 I recently used this on a project I made 6 00:00:11,340 --> 00:00:15,299 this turntable vinyl player and I 7 00:00:13,740 --> 00:00:17,220 thought I would share with you guys some 8 00:00:15,299 --> 00:00:20,460 material that I made for this one so 9 00:00:17,220 --> 00:00:23,400 let's jump into blender and get underway 10 00:00:20,460 --> 00:00:25,320 so in our pretty full of fresh blender 11 00:00:23,400 --> 00:00:27,660 scene I've just got here a big 12 00:00:25,320 --> 00:00:30,539 subdivided icosphere so you can just go 13 00:00:27,660 --> 00:00:32,700 like shift a uh one of these guys make 14 00:00:30,539 --> 00:00:35,579 it nice and round and then I've also 15 00:00:32,700 --> 00:00:38,340 just got for our lighting scenario I've 16 00:00:35,579 --> 00:00:41,280 just got ourselves a big old area light 17 00:00:38,340 --> 00:00:43,260 really nice and big and just set to 1500 18 00:00:41,280 --> 00:00:44,579 just so it's nice and easy to seal we're 19 00:00:43,260 --> 00:00:45,899 working with it's probably not the best 20 00:00:44,579 --> 00:00:47,340 for scene lighting like when you're 21 00:00:45,899 --> 00:00:49,440 doing a real shot but just so we can see 22 00:00:47,340 --> 00:00:52,020 what we're doing here and then also I've 23 00:00:49,440 --> 00:00:53,579 got in the artist workshop hdri and 24 00:00:52,020 --> 00:00:55,020 that's from polyhaven I'll link it down 25 00:00:53,579 --> 00:00:56,820 below and that's going to help us fill 26 00:00:55,020 --> 00:00:58,140 in all the Shadows 27 00:00:56,820 --> 00:01:01,020 um so with all that lighting out of the 28 00:00:58,140 --> 00:01:04,500 way let's get underway into our shading 29 00:01:01,020 --> 00:01:06,240 tab so with our ball selected we are 30 00:01:04,500 --> 00:01:07,979 going to add a new material we can call 31 00:01:06,240 --> 00:01:09,960 this guy wood 32 00:01:07,979 --> 00:01:12,540 and also we will be using for this one 33 00:01:09,960 --> 00:01:15,600 we'll be using um Cycles now you can 34 00:01:12,540 --> 00:01:17,040 this does work in Eevee but Cycles you 35 00:01:15,600 --> 00:01:18,960 get those better Shadows so that's what 36 00:01:17,040 --> 00:01:20,880 we're going to be rolling with so with 37 00:01:18,960 --> 00:01:22,979 our new material selected essentially 38 00:01:20,880 --> 00:01:25,259 how this is going to run is you sort of 39 00:01:22,979 --> 00:01:27,000 have four sections to this wood right we 40 00:01:25,259 --> 00:01:29,040 have the color we're then going to have 41 00:01:27,000 --> 00:01:30,420 the main grain I guess the main pattern 42 00:01:29,040 --> 00:01:32,159 of the wood we're then going to have 43 00:01:30,420 --> 00:01:33,659 some extra little knots and sort of 44 00:01:32,159 --> 00:01:35,759 imperfections on it and then we're going 45 00:01:33,659 --> 00:01:38,820 to have sort of like the smaller detail 46 00:01:35,759 --> 00:01:41,520 scratches running down that as well 47 00:01:38,820 --> 00:01:42,780 so first of all let's get our main sort 48 00:01:41,520 --> 00:01:44,340 of pattern done to get the big grain 49 00:01:42,780 --> 00:01:46,380 done so for the grain we're gonna go 50 00:01:44,340 --> 00:01:48,960 shift a and that ourselves a Musgrave 51 00:01:46,380 --> 00:01:51,540 texture and then on your shift a and 52 00:01:48,960 --> 00:01:53,520 also add ourselves a noise texture 53 00:01:51,540 --> 00:01:55,380 beautiful now we can get started on this 54 00:01:53,520 --> 00:01:57,299 Musgrave texture so to preview it you 55 00:01:55,380 --> 00:01:58,680 can hold Ctrl and shift and then just 56 00:01:57,299 --> 00:02:00,840 click on it and you can see what we're 57 00:01:58,680 --> 00:02:04,259 working with so for the scale on our 58 00:02:00,840 --> 00:02:06,659 Musgrave texture it's 4.6 59 00:02:04,259 --> 00:02:08,160 and for our detail cranking it all the 60 00:02:06,659 --> 00:02:10,739 way up pretty much drags up all the way 61 00:02:08,160 --> 00:02:12,360 to 15. now our Dimension we're going to 62 00:02:10,739 --> 00:02:13,920 bring all the way to zero and that's 63 00:02:12,360 --> 00:02:15,780 going to start to really give us that 64 00:02:13,920 --> 00:02:17,760 nice sort of grainy detail we're after 65 00:02:15,780 --> 00:02:19,800 and that's pretty good that's it for the 66 00:02:17,760 --> 00:02:21,540 Musgrave texture now we can start 67 00:02:19,800 --> 00:02:22,920 working on our noise texture so I'm just 68 00:02:21,540 --> 00:02:23,700 going to control shift and click on this 69 00:02:22,920 --> 00:02:25,319 guy 70 00:02:23,700 --> 00:02:28,080 now we're going to get the scale up a 71 00:02:25,319 --> 00:02:30,239 little bit 27.8 up or down I never know 72 00:02:28,080 --> 00:02:31,680 what to say like lower number makes it 73 00:02:30,239 --> 00:02:33,660 bigger so is it bringing it up I don't 74 00:02:31,680 --> 00:02:35,819 know whatever I'm going to say bring it 75 00:02:33,660 --> 00:02:38,280 up because the numbers higher 7.8 to 76 00:02:35,819 --> 00:02:39,720 detail up to an 11 so as you can sort of 77 00:02:38,280 --> 00:02:42,000 see it's getting a bit more detail in 78 00:02:39,720 --> 00:02:45,000 here leave the roughness but then our 79 00:02:42,000 --> 00:02:46,260 Distortion we're going to set to a 1.12 80 00:02:45,000 --> 00:02:48,540 and as you can sort of see it sort of 81 00:02:46,260 --> 00:02:50,459 makes that like Rippling effect if I 82 00:02:48,540 --> 00:02:52,500 control Z there we go so it's going to 83 00:02:50,459 --> 00:02:53,340 sort of help us with our knots a little 84 00:02:52,500 --> 00:02:56,400 bit 85 00:02:53,340 --> 00:02:58,260 beautiful so what else we need for this 86 00:02:56,400 --> 00:03:03,120 guy for this knot section is we're going 87 00:02:58,260 --> 00:03:04,319 to need a mix RGB so shift a mix RGB I'm 88 00:03:03,120 --> 00:03:06,300 actually going to need two of them so 89 00:03:04,319 --> 00:03:09,000 what you can do is with it like hovering 90 00:03:06,300 --> 00:03:10,680 over it you can press shift d and that 91 00:03:09,000 --> 00:03:13,260 will duplicate them it's going to move 92 00:03:10,680 --> 00:03:15,480 these guys a little bit over this way 93 00:03:13,260 --> 00:03:17,519 and then on our mix Shader we need to 94 00:03:15,480 --> 00:03:19,140 get um all our mapping and stuff so with 95 00:03:17,519 --> 00:03:20,700 the node Wrangler add-on if you don't 96 00:03:19,140 --> 00:03:23,040 have that selected if you go into your 97 00:03:20,700 --> 00:03:24,180 preferences 98 00:03:23,040 --> 00:03:25,920 um you can search up for the node 99 00:03:24,180 --> 00:03:28,500 Wrangler add-on that means we can hit 100 00:03:25,920 --> 00:03:30,000 Ctrl T and I have no idea why it's 101 00:03:28,500 --> 00:03:32,159 giving me an image texture with that guy 102 00:03:30,000 --> 00:03:34,860 open delete him and we just need to plug 103 00:03:32,159 --> 00:03:37,260 our mapping and our coordinates up 104 00:03:34,860 --> 00:03:39,840 so which is what my goal was to really 105 00:03:37,260 --> 00:03:42,060 use this object coordinate for pretty 106 00:03:39,840 --> 00:03:44,580 much all the textures so no matter what 107 00:03:42,060 --> 00:03:47,099 you put this on it should look great and 108 00:03:44,580 --> 00:03:48,420 you can sort of change the scale with it 109 00:03:47,099 --> 00:03:49,620 um but so object for that I went into 110 00:03:48,420 --> 00:03:52,140 the mapping 111 00:03:49,620 --> 00:03:53,459 and then we are going to need um not 112 00:03:52,140 --> 00:03:55,620 into the factor for this only I'm 113 00:03:53,459 --> 00:03:57,840 mapping into our color one 114 00:03:55,620 --> 00:04:00,720 and we need to plug the color from our 115 00:03:57,840 --> 00:04:02,220 first mix into the vector of the noise 116 00:04:00,720 --> 00:04:04,440 texture 117 00:04:02,220 --> 00:04:06,060 and then we're going to need to plug our 118 00:04:04,440 --> 00:04:10,019 noise texture 119 00:04:06,060 --> 00:04:11,879 into our Muzz grave and then also into 120 00:04:10,019 --> 00:04:14,280 our color two if you can see that so 121 00:04:11,879 --> 00:04:17,160 it's into the color two of this mix 122 00:04:14,280 --> 00:04:19,859 and our Musgrave will go into color one 123 00:04:17,160 --> 00:04:21,959 hope we're all following so noises in 124 00:04:19,859 --> 00:04:24,060 the vector of the Musgrave and into the 125 00:04:21,959 --> 00:04:26,880 color two of that last mix 126 00:04:24,060 --> 00:04:28,080 perfect so with our mapping node 127 00:04:26,880 --> 00:04:30,240 um this is where we're sort of going to 128 00:04:28,080 --> 00:04:31,860 warp it to give us that like the wood 129 00:04:30,240 --> 00:04:33,600 effect because currently it's really 130 00:04:31,860 --> 00:04:35,280 even if you mean it's like circle circle 131 00:04:33,600 --> 00:04:36,900 we need to sort of stretch it out a 132 00:04:35,280 --> 00:04:39,540 little bit so to do that we're going to 133 00:04:36,900 --> 00:04:41,400 be using the scale here so for our 134 00:04:39,540 --> 00:04:44,759 x-axis I literally made this a little 135 00:04:41,400 --> 00:04:47,340 bit bigger at one 0.8 but then for our Y 136 00:04:44,759 --> 00:04:48,259 and Z axis select them both and make 137 00:04:47,340 --> 00:04:51,180 that a 138 00:04:48,259 --> 00:04:52,860 0.15 and here we go now you can sort of 139 00:04:51,180 --> 00:04:54,120 see what we're working with right and 140 00:04:52,860 --> 00:04:57,120 then let's say as well you want your 141 00:04:54,120 --> 00:04:58,259 wood to go horizontally on your object 142 00:04:57,120 --> 00:05:00,060 you know kind of it's running sort of 143 00:04:58,259 --> 00:05:02,400 vertically you can literally just sort 144 00:05:00,060 --> 00:05:04,320 of change these guys 145 00:05:02,400 --> 00:05:05,940 um change these guys around and that 146 00:05:04,320 --> 00:05:06,960 will have it run 147 00:05:05,940 --> 00:05:09,300 um 148 00:05:06,960 --> 00:05:10,259 no that way sorry I've been just being a 149 00:05:09,300 --> 00:05:11,580 goose 150 00:05:10,259 --> 00:05:14,280 um oh gosh there's a zed so you'd have 151 00:05:11,580 --> 00:05:16,020 that like that and then 0.15 and that's 152 00:05:14,280 --> 00:05:17,759 how you get it to go that way cool cool 153 00:05:16,020 --> 00:05:19,139 cool I'm just gonna get rid of all of 154 00:05:17,759 --> 00:05:22,080 that perfect 155 00:05:19,139 --> 00:05:23,820 so with our mix Shader um we're going to 156 00:05:22,080 --> 00:05:25,680 move the factor across because it's 157 00:05:23,820 --> 00:05:28,919 going to sort of help us blend between 158 00:05:25,680 --> 00:05:30,780 our sort of nothingness and then our 159 00:05:28,919 --> 00:05:33,419 shaders so as you can see it's like full 160 00:05:30,780 --> 00:05:35,520 of the noise and then it's the full gray 161 00:05:33,419 --> 00:05:37,620 and then this is where like I'm not too 162 00:05:35,520 --> 00:05:39,060 technical with this but the blacker it 163 00:05:37,620 --> 00:05:41,940 is sort of like the stronger the effect 164 00:05:39,060 --> 00:05:44,340 and like it sort of whatever I'm not too 165 00:05:41,940 --> 00:05:46,860 sure but anyway this is just set to BF 166 00:05:44,340 --> 00:05:47,880 BF BF geez I'm glad I know what I'm 167 00:05:46,860 --> 00:05:49,440 talking about 168 00:05:47,880 --> 00:05:51,360 um so I sent that to that guy and now 169 00:05:49,440 --> 00:05:53,340 factor for this one is going to be a 0.2 170 00:05:51,360 --> 00:05:55,080 so it's going to be the nicest blend 171 00:05:53,340 --> 00:05:57,240 between like heaps of the texture and 172 00:05:55,080 --> 00:05:58,320 then just nice and um the plain sort of 173 00:05:57,240 --> 00:06:00,600 color 174 00:05:58,320 --> 00:06:04,080 then with our second mix Shader we're 175 00:06:00,600 --> 00:06:05,520 going to set this guy to a 0.85 176 00:06:04,080 --> 00:06:07,740 and you'll sort of see this is what's 177 00:06:05,520 --> 00:06:09,060 going to help us um when we blend with 178 00:06:07,740 --> 00:06:10,919 the colors 179 00:06:09,060 --> 00:06:12,180 um so I'll set those 0.85 and you'll see 180 00:06:10,919 --> 00:06:13,500 how we can use that in a little bit 181 00:06:12,180 --> 00:06:15,600 later so now that we've got all of that 182 00:06:13,500 --> 00:06:17,100 that's sort of the main grain bit so if 183 00:06:15,600 --> 00:06:19,139 you want to be at Little good people 184 00:06:17,100 --> 00:06:21,360 right now you're going to shift a and 185 00:06:19,139 --> 00:06:23,759 add yourselves a frame 186 00:06:21,360 --> 00:06:26,100 let's grab all these guys 187 00:06:23,759 --> 00:06:27,900 grab all these guys chuckle in the frame 188 00:06:26,100 --> 00:06:30,300 and then on your little side panel or 189 00:06:27,900 --> 00:06:32,479 you can press n just with this Frame 190 00:06:30,300 --> 00:06:34,620 selected we can just call this main 191 00:06:32,479 --> 00:06:37,500 grain and that's going to be the main 192 00:06:34,620 --> 00:06:39,120 grain perfecto 193 00:06:37,500 --> 00:06:41,160 now we can start and the color so we can 194 00:06:39,120 --> 00:06:43,139 sort of see properly what this is doing 195 00:06:41,160 --> 00:06:45,060 so I'm just going to move this guy over 196 00:06:43,139 --> 00:06:47,220 a little bit so we can see a bit better 197 00:06:45,060 --> 00:06:48,360 now for our color 198 00:06:47,220 --> 00:06:50,639 guess what we're going to add a color 199 00:06:48,360 --> 00:06:52,380 amp no way who would have thought shift 200 00:06:50,639 --> 00:06:55,680 a color amp and then we're also going to 201 00:06:52,380 --> 00:06:57,240 need another mix RGB and we're going to 202 00:06:55,680 --> 00:06:58,440 use this one a little bit later but for 203 00:06:57,240 --> 00:07:00,180 now we're just going to set it to 204 00:06:58,440 --> 00:07:02,039 multiply so don't worry too much about 205 00:07:00,180 --> 00:07:03,120 this guy he's going to become apparent a 206 00:07:02,039 --> 00:07:04,620 little bit later when we start adding 207 00:07:03,120 --> 00:07:07,259 the other details 208 00:07:04,620 --> 00:07:09,060 but let's jump into our color amp here 209 00:07:07,259 --> 00:07:11,520 so what I'll do so we can see what we're 210 00:07:09,060 --> 00:07:13,680 doing I'm going to plug the mix from our 211 00:07:11,520 --> 00:07:14,759 main Grange into here and just into here 212 00:07:13,680 --> 00:07:15,840 just so we can see what we're doing and 213 00:07:14,759 --> 00:07:18,660 now you can sort of see how this is 214 00:07:15,840 --> 00:07:21,300 going to all work so for our color amp 215 00:07:18,660 --> 00:07:24,120 we need two more color little droppies 216 00:07:21,300 --> 00:07:26,880 here to get a nice sort of color fade so 217 00:07:24,120 --> 00:07:28,440 plus plus and we can get started so for 218 00:07:26,880 --> 00:07:31,440 the first color the black on the left 219 00:07:28,440 --> 00:07:35,280 here the hex code is going to be three 220 00:07:31,440 --> 00:07:36,780 three one e one two beautiful and that's 221 00:07:35,280 --> 00:07:39,000 all the way to the left 222 00:07:36,780 --> 00:07:40,680 and also by the way you can change these 223 00:07:39,000 --> 00:07:42,060 colors later maybe make a nice darker 224 00:07:40,680 --> 00:07:43,620 Walnut I'm just showing what you guys 225 00:07:42,060 --> 00:07:44,940 did but then feel free change this as 226 00:07:43,620 --> 00:07:46,500 much as you like get some really good 227 00:07:44,940 --> 00:07:47,580 results or some like deeper tones as 228 00:07:46,500 --> 00:07:49,680 well 229 00:07:47,580 --> 00:07:53,819 um but for the next color our hex code 230 00:07:49,680 --> 00:07:56,819 is going to be three two one e one two 231 00:07:53,819 --> 00:07:59,300 and then for the position of this guy 232 00:07:56,819 --> 00:08:03,900 it's going to be set to a 233 00:07:59,300 --> 00:08:05,639 0.18185 like that beautiful now for our 234 00:08:03,900 --> 00:08:11,039 third dude our hex code is going to be 235 00:08:05,639 --> 00:08:13,080 seven F five six two e hit enter oh yeah 236 00:08:11,039 --> 00:08:15,060 now now we're looking good and this is 237 00:08:13,080 --> 00:08:16,139 the position is set to a point five six 238 00:08:15,060 --> 00:08:18,840 five 239 00:08:16,139 --> 00:08:21,919 and then last but not least our fourth 240 00:08:18,840 --> 00:08:26,819 color our hex code is going to be C4 241 00:08:21,919 --> 00:08:28,139 uh two four nine one six five perfect oh 242 00:08:26,819 --> 00:08:29,520 there we go we pretty much got your 243 00:08:28,139 --> 00:08:31,500 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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