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These are the user uploaded subtitles that are being translated: 1 00:00:00,080 --> 00:00:05,120 in this blender tutorial i will show you 2 00:00:02,399 --> 00:00:08,080 how to create this procedural tree bark 3 00:00:05,120 --> 00:00:10,080 material in blender so about a year ago 4 00:00:08,080 --> 00:00:12,559 i made another tutorial on how to make 5 00:00:10,080 --> 00:00:14,639 procedural tree bark but i really wasn't 6 00:00:12,559 --> 00:00:16,320 too happy with the result and ever since 7 00:00:14,639 --> 00:00:18,480 then i've been wanting to create a 8 00:00:16,320 --> 00:00:20,240 really nice tree bark material but it's 9 00:00:18,480 --> 00:00:21,920 been a year of creating procedural 10 00:00:20,240 --> 00:00:24,080 materials and i really think i've 11 00:00:21,920 --> 00:00:26,560 improved my skills over the year and so 12 00:00:24,080 --> 00:00:28,560 just recently i created this really cool 13 00:00:26,560 --> 00:00:30,240 procedural tree bark and i really like 14 00:00:28,560 --> 00:00:32,399 this result so that's what i'm going to 15 00:00:30,240 --> 00:00:34,320 show you how to create in this video if 16 00:00:32,399 --> 00:00:36,160 you'd like to purchase this procedural 17 00:00:34,320 --> 00:00:38,000 material and help to support this 18 00:00:36,160 --> 00:00:40,239 channel then you can do that over on my 19 00:00:38,000 --> 00:00:42,160 gumroad store and my patreon page i'll 20 00:00:40,239 --> 00:00:43,920 have the links in the description and 21 00:00:42,160 --> 00:00:46,000 you can also check out my blender 22 00:00:43,920 --> 00:00:48,480 procedural material packs if you'd like 23 00:00:46,000 --> 00:00:50,239 to purchase more of my materials and if 24 00:00:48,480 --> 00:00:52,320 you'd like to learn how to create all of 25 00:00:50,239 --> 00:00:54,719 my procedural materials you can also 26 00:00:52,320 --> 00:00:57,039 check out my blender procedural material 27 00:00:54,719 --> 00:00:59,120 tutorial playlist on youtube all the 28 00:00:57,039 --> 00:01:00,320 links are in the description so real 29 00:00:59,120 --> 00:01:02,960 quick i'm just going to show you what i 30 00:01:00,320 --> 00:01:04,879 have set up in the 3d space so i like to 31 00:01:02,960 --> 00:01:07,200 preview my procedural materials on 32 00:01:04,879 --> 00:01:09,119 spheres so i just added this icosphere 33 00:01:07,200 --> 00:01:11,520 and i subdivided the icosphere so it's 34 00:01:09,119 --> 00:01:13,760 nice and round but then i also wanted to 35 00:01:11,520 --> 00:01:16,560 preview this material on a cylinder 36 00:01:13,760 --> 00:01:18,640 because it is a tree bark material so 37 00:01:16,560 --> 00:01:20,799 it's going to be added on a tree stump 38 00:01:18,640 --> 00:01:22,560 or a tree trunk so i just added this 39 00:01:20,799 --> 00:01:25,280 cylinder here and then i just kind of 40 00:01:22,560 --> 00:01:27,360 extruded and inserted the faces here and 41 00:01:25,280 --> 00:01:29,360 i also gave it a lot of loop cuts and 42 00:01:27,360 --> 00:01:31,840 that is because we are going to be using 43 00:01:29,360 --> 00:01:34,079 the displacements in the node editor to 44 00:01:31,840 --> 00:01:36,159 actually displace the mesh so i do want 45 00:01:34,079 --> 00:01:38,079 it to be somewhat subdivided so that's 46 00:01:36,159 --> 00:01:39,759 what i did in the 3d scene with these 47 00:01:38,079 --> 00:01:41,920 two objects just to preview the 48 00:01:39,759 --> 00:01:44,240 materials and then i also added a camera 49 00:01:41,920 --> 00:01:46,159 and pointed the camera at the objects 50 00:01:44,240 --> 00:01:48,560 now for the lighting i added in these 51 00:01:46,159 --> 00:01:50,320 two plane lights so i added a big plane 52 00:01:48,560 --> 00:01:52,240 light right here on the side and this 53 00:01:50,320 --> 00:01:54,479 object has an emission material with a 54 00:01:52,240 --> 00:01:56,799 strength of 30 and also it just has a 55 00:01:54,479 --> 00:01:59,040 very light blue color just to give some 56 00:01:56,799 --> 00:02:00,960 natural light blue lighting and then 57 00:01:59,040 --> 00:02:02,719 also i added in this plane right here 58 00:02:00,960 --> 00:02:04,880 and this plane just has a subsurf 59 00:02:02,719 --> 00:02:06,880 modifier so that it is round and then i 60 00:02:04,880 --> 00:02:09,200 also gave this an emission material with 61 00:02:06,880 --> 00:02:11,200 a strength of 30 and it's shining down 62 00:02:09,200 --> 00:02:12,879 on the objects to just get some nice 63 00:02:11,200 --> 00:02:14,959 bright lighting and then also to get 64 00:02:12,879 --> 00:02:18,080 some really nice realistic lighting and 65 00:02:14,959 --> 00:02:20,480 reflections i added in an hdri so this 66 00:02:18,080 --> 00:02:23,599 is the loppenheim04 67 00:02:20,480 --> 00:02:26,160 1k hdri this is a free hdri from 68 00:02:23,599 --> 00:02:27,920 polyhaven.com link is in the description 69 00:02:26,160 --> 00:02:31,120 if you'd like to download it so i 70 00:02:27,920 --> 00:02:33,200 downloaded the 1k version and the hdr 71 00:02:31,120 --> 00:02:34,879 version and then right here in the world 72 00:02:33,200 --> 00:02:36,640 settings you can click on the new button 73 00:02:34,879 --> 00:02:38,560 to add a new world and then right here 74 00:02:36,640 --> 00:02:40,640 on the color you can click on the yellow 75 00:02:38,560 --> 00:02:42,560 dot and you can choose environment 76 00:02:40,640 --> 00:02:44,080 texture and then just click on the open 77 00:02:42,560 --> 00:02:46,480 button and you can just add in the 78 00:02:44,080 --> 00:02:48,080 downloaded hdri and then to make it a 79 00:02:46,480 --> 00:02:50,400 little bit brighter i just turned the 80 00:02:48,080 --> 00:02:52,160 strength up to like a 1.5 81 00:02:50,400 --> 00:02:54,319 so this will give some nice realistic 82 00:02:52,160 --> 00:02:55,680 lighting and reflections on the object 83 00:02:54,319 --> 00:02:57,840 now i am going to be using the 84 00:02:55,680 --> 00:03:00,159 displacements in the node editor to 85 00:02:57,840 --> 00:03:01,840 actually make the bark bump out and i 86 00:03:00,159 --> 00:03:03,519 would highly recommend that because it 87 00:03:01,840 --> 00:03:05,599 is really going to make the tree bark 88 00:03:03,519 --> 00:03:07,360 look much more realistic so right up 89 00:03:05,599 --> 00:03:09,440 here on the render properties you need 90 00:03:07,360 --> 00:03:11,120 to make sure this is set to cycles 91 00:03:09,440 --> 00:03:13,599 because the displacements in the node 92 00:03:11,120 --> 00:03:15,760 editor only work in the cycles rendering 93 00:03:13,599 --> 00:03:17,680 engine so make sure you're using cycles 94 00:03:15,760 --> 00:03:19,920 and then i am also going to be using the 95 00:03:17,680 --> 00:03:21,760 adaptive displacements so if you want to 96 00:03:19,920 --> 00:03:23,440 use the adaptive displacements you're 97 00:03:21,760 --> 00:03:25,760 going to need to change the feature set 98 00:03:23,440 --> 00:03:27,519 here to experimental and this is again 99 00:03:25,760 --> 00:03:28,799 right over here on the render properties 100 00:03:27,519 --> 00:03:31,680 so i'm going to change that to 101 00:03:28,799 --> 00:03:34,400 experimental so then right over here on 102 00:03:31,680 --> 00:03:36,239 the modifier properties i just added the 103 00:03:34,400 --> 00:03:38,239 subdivision surface modifier so you can 104 00:03:36,239 --> 00:03:40,239 click on add modifier and just add the 105 00:03:38,239 --> 00:03:42,319 subdivision surface and i added the 106 00:03:40,239 --> 00:03:44,799 subdivision surface modifier onto both 107 00:03:42,319 --> 00:03:47,680 of these objects and then because we set 108 00:03:44,799 --> 00:03:49,599 the feature set to experimental now that 109 00:03:47,680 --> 00:03:51,680 it's set to experimental right back here 110 00:03:49,599 --> 00:03:54,080 on the modifier properties we have the 111 00:03:51,680 --> 00:03:56,400 adaptive subdivision setting so i just 112 00:03:54,080 --> 00:03:58,400 turned that on and this way where you're 113 00:03:56,400 --> 00:04:00,000 closer up it's going to add more detail 114 00:03:58,400 --> 00:04:02,959 but then if you're farther away it'll 115 00:04:00,000 --> 00:04:04,959 add less detail so on this tree trunk 116 00:04:02,959 --> 00:04:06,879 object right here on the cylinder i 117 00:04:04,959 --> 00:04:08,959 turned on the adaptive subdivision and i 118 00:04:06,879 --> 00:04:10,400 just set the dicing scale to one i think 119 00:04:08,959 --> 00:04:12,080 that's pretty good and then on this 120 00:04:10,400 --> 00:04:14,159 object right here i turned on the 121 00:04:12,080 --> 00:04:16,400 adaptive subdivision and i just turned 122 00:04:14,159 --> 00:04:18,079 the dicing scale to five and that's just 123 00:04:16,400 --> 00:04:19,359 because this object is already pretty 124 00:04:18,079 --> 00:04:21,120 detailed that already has a lot of 125 00:04:19,359 --> 00:04:23,360 geometry so i didn't need to turn the 126 00:04:21,120 --> 00:04:25,040 detail up too high alright so now i'm 127 00:04:23,360 --> 00:04:27,120 gonna click on this object and then 128 00:04:25,040 --> 00:04:28,800 right over here i have the shader editor 129 00:04:27,120 --> 00:04:30,960 so i'm going to click on new to add a 130 00:04:28,800 --> 00:04:33,520 new material and i can just rename this 131 00:04:30,960 --> 00:04:35,120 material to procedural tree bark and 132 00:04:33,520 --> 00:04:37,120 then i want this object to be on the 133 00:04:35,120 --> 00:04:39,520 other object so i can just click and 134 00:04:37,120 --> 00:04:41,360 drag and drag this material and drop it 135 00:04:39,520 --> 00:04:42,560 onto this object as well alright and 136 00:04:41,360 --> 00:04:43,680 then there is one more thing that we're 137 00:04:42,560 --> 00:04:45,840 going to need to do to get the 138 00:04:43,680 --> 00:04:47,759 displacements to work you need to go 139 00:04:45,840 --> 00:04:49,360 right over here to the material 140 00:04:47,759 --> 00:04:51,040 properties and then in the material 141 00:04:49,360 --> 00:04:53,120 properties you need to open up the 142 00:04:51,040 --> 00:04:54,960 settings tab so you can see right here 143 00:04:53,120 --> 00:04:56,880 on the displacement it just says bump 144 00:04:54,960 --> 00:04:58,800 only but i want to click on this and i 145 00:04:56,880 --> 00:05:00,800 want to change it to displacement and 146 00:04:58,800 --> 00:05:02,080 bump so this is going to tell the 147 00:05:00,800 --> 00:05:03,840 material that it can use the 148 00:05:02,080 --> 00:05:05,759 displacements so i can just make this 149 00:05:03,840 --> 00:05:07,759 smaller and we can start making the 150 00:05:05,759 --> 00:05:09,440 procedural material just one more thing 151 00:05:07,759 --> 00:05:11,360 though before we start i am going to be 152 00:05:09,440 --> 00:05:13,199 using the node wrangler add-on to 153 00:05:11,360 --> 00:05:15,199 preview the different nodes so if you 154 00:05:13,199 --> 00:05:16,880 don't have the node wrangler enabled you 155 00:05:15,199 --> 00:05:18,800 can just click right here on edit and 156 00:05:16,880 --> 00:05:20,800 then you can open up the preferences and 157 00:05:18,800 --> 00:05:23,039 then right over there on the add-ons tab 158 00:05:20,800 --> 00:05:25,039 you can go over to the search and you 159 00:05:23,039 --> 00:05:27,360 can search for nodewrangler and just 160 00:05:25,039 --> 00:05:29,360 checkmark the nodewrangler add-on and 161 00:05:27,360 --> 00:05:31,360 i'll show you how to use it in the video 162 00:05:29,360 --> 00:05:33,680 so let's start by creating the base 163 00:05:31,360 --> 00:05:35,360 texture for the tree bark so i'm going 164 00:05:33,680 --> 00:05:37,280 to press shift a and i'm going to go 165 00:05:35,360 --> 00:05:39,680 here to the search and i'm going to add 166 00:05:37,280 --> 00:05:41,680 a voronoi texture so you can just search 167 00:05:39,680 --> 00:05:43,520 for the voronoi and i'm going to add the 168 00:05:41,680 --> 00:05:45,520 voronoi texture and drop it here and 169 00:05:43,520 --> 00:05:47,759 then i want to preview it so i'm going 170 00:05:45,520 --> 00:05:50,080 to hold down the ctrl and shift key and 171 00:05:47,759 --> 00:05:51,840 select the voronoi texture that's using 172 00:05:50,080 --> 00:05:54,639 the feature from the node wrangler and 173 00:05:51,840 --> 00:05:56,080 it's going to preview that texture now i 174 00:05:54,639 --> 00:05:57,759 don't want this material to look like a 175 00:05:56,080 --> 00:05:59,759 bunch of little circles here or a bunch 176 00:05:57,759 --> 00:06:01,600 of little dots so i'm going to click on 177 00:05:59,759 --> 00:06:04,160 this drop down and i'm going to change 178 00:06:01,600 --> 00:06:05,840 this to the chebyshev and now by 179 00:06:04,160 --> 00:06:08,000 changing it to the chebyshev you can see 180 00:06:05,840 --> 00:06:09,600 that we have a bunch of squares and that 181 00:06:08,000 --> 00:06:11,280 is kind of what i want because if you've 182 00:06:09,600 --> 00:06:13,120 looked at bark materials it kind of 183 00:06:11,280 --> 00:06:15,440 looks like there's a bunch of squares or 184 00:06:13,120 --> 00:06:17,440 a bunch of rectangles but the rectangles 185 00:06:15,440 --> 00:06:19,520 are kind of scaled upwards or stretched 186 00:06:17,440 --> 00:06:21,440 upwards but then of course they're very 187 00:06:19,520 --> 00:06:23,039 natural and organic and random and they 188 00:06:21,440 --> 00:06:24,800 have a bunch of noise and they're kind 189 00:06:23,039 --> 00:06:27,039 of bumpy so this is what i'm going to 190 00:06:24,800 --> 00:06:28,639 use for the base of the texture and then 191 00:06:27,039 --> 00:06:31,199 also on the scale here i'm just going to 192 00:06:28,639 --> 00:06:33,440 turn the scale to like an 8 so it is 193 00:06:31,199 --> 00:06:36,080 smaller now also with the voronoi 194 00:06:33,440 --> 00:06:38,000 texture selected i'm going to press ctrl 195 00:06:36,080 --> 00:06:39,759 t and that is going to add the texture 196 00:06:38,000 --> 00:06:41,360 coordinate and mapping now i want to use 197 00:06:39,759 --> 00:06:43,360 the object coordinates so i'm going to 198 00:06:41,360 --> 00:06:45,840 take the object and we're going to plug 199 00:06:43,360 --> 00:06:48,319 that up to the vector now as i said 200 00:06:45,840 --> 00:06:50,560 earlier the main texture of tree bark 201 00:06:48,319 --> 00:06:52,479 seems to be stretched up so i want to 202 00:06:50,560 --> 00:06:54,560 use this mapping node to actually 203 00:06:52,479 --> 00:06:56,400 stretch the texture up so right here on 204 00:06:54,560 --> 00:06:58,160 the mapping node on the very bottom one 205 00:06:56,400 --> 00:07:01,680 right here on the scale i'm going to 206 00:06:58,160 --> 00:07:03,599 turn the z scale to just like a 0.2 and 207 00:07:01,680 --> 00:07:05,280 now you can see that all those squares 208 00:07:03,599 --> 00:07:07,840 are actually going up and down and that 209 00:07:05,280 --> 00:07:09,759 is starting to look a bit like tree bark 210 00:07:07,840 --> 00:07:12,080 of course it isn't very natural or 211 00:07:09,759 --> 00:07:14,080 organic it is very straight and so i 212 00:07:12,080 --> 00:07:16,400 want to add much more randomness and add 213 00:07:14,080 --> 00:07:18,080 more noise so what i can do is i can add 214 00:07:16,400 --> 00:07:20,080 another texture here in between the 215 00:07:18,080 --> 00:07:22,319 texture coordinate and the mapping to 216 00:07:20,080 --> 00:07:24,160 actually distort the voronoi texture so 217 00:07:22,319 --> 00:07:26,479 i'm going to press shift a let's go to 218 00:07:24,160 --> 00:07:28,319 the search and i'm going to search for a 219 00:07:26,479 --> 00:07:30,400 noise texture and i'm just going to drop 220 00:07:28,319 --> 00:07:32,160 the noise texture right here between the 221 00:07:30,400 --> 00:07:34,000 texture chord and the mapping so it's 222 00:07:32,160 --> 00:07:36,319 going through the vector and so now the 223 00:07:34,000 --> 00:07:38,639 noise texture is actually distorting the 224 00:07:36,319 --> 00:07:40,240 displacement of the voronoi now i want 225 00:07:38,639 --> 00:07:42,080 to turn the detail all the way up to the 226 00:07:40,240 --> 00:07:44,000 max which is 15 so there's lots of 227 00:07:42,080 --> 00:07:46,240 detail and then i also want to turn the 228 00:07:44,000 --> 00:07:47,919 scale up to like eight now there is a 229 00:07:46,240 --> 00:07:50,080 problem with this and that is that it's 230 00:07:47,919 --> 00:07:52,080 distorting it way too much so you can't 231 00:07:50,080 --> 00:07:54,160 even see those square shapes at all so 232 00:07:52,080 --> 00:07:56,000 what i want to do is make the effect 233 00:07:54,160 --> 00:07:58,319 less strong so i'm going to press shift 234 00:07:56,000 --> 00:08:01,199 a let's go to the search and i'm going 235 00:07:58,319 --> 00:08:03,199 to search for the mix rgb and i'm just 236 00:08:01,199 --> 00:08:05,360 going to drop the mix rgb right here 237 00:08:03,199 --> 00:08:07,520 after the noise texture so i can now 238 00:08:05,360 --> 00:08:09,360 bring the noise texture down and then i 239 00:08:07,520 --> 00:08:10,879 want to take the object from the texture 240 00:08:09,360 --> 00:08:13,520 coordinate and i want to put that into 241 00:08:10,879 --> 00:08:16,160 color 1 so then this noise texture is 242 00:08:13,520 --> 00:08:18,720 going to go into color 2. and make sure 243 00:08:16,160 --> 00:08:20,960 you put the color into color 2 not the 244 00:08:18,720 --> 00:08:22,720 factor so now if i change the factor you 245 00:08:20,960 --> 00:08:25,039 can see it's going to change how much is 246 00:08:22,720 --> 00:08:26,879 being affected now i actually want to 247 00:08:25,039 --> 00:08:29,840 click on the mix here and i want to 248 00:08:26,879 --> 00:08:31,919 change the mix to the linear light so 249 00:08:29,840 --> 00:08:33,680 change it to linear light and now when i 250 00:08:31,919 --> 00:08:35,760 drag the factor you can see that the 251 00:08:33,680 --> 00:08:37,279 texture isn't being moved around as much 252 00:08:35,760 --> 00:08:39,200 and so we can actually kind of preview 253 00:08:37,279 --> 00:08:41,360 what it's doing better so if i turn this 254 00:08:39,200 --> 00:08:43,599 factor value all the way to zero it's 255 00:08:41,360 --> 00:08:46,160 just using the object coordinates but if 256 00:08:43,599 --> 00:08:48,880 i turn the factor all the way up to one 257 00:08:46,160 --> 00:08:50,800 it's just using the noise texture so i 258 00:08:48,880 --> 00:08:52,640 mostly wanted to just use the object 259 00:08:50,800 --> 00:08:54,399 coordinates and i just wanted to use the 260 00:08:52,640 --> 00:08:56,560 noise texture a little bit so i'm going 261 00:08:54,399 --> 00:08:59,200 to drag the factor way down and make it 262 00:08:56,560 --> 00:09:01,920 very small and i'm going to be using a 263 00:08:59,200 --> 00:09:03,360 value of 0.08 264 00:09:01,920 --> 00:09:06,080 so in the factor right there you can 265 00:09:03,360 --> 00:09:08,160 type in .08 and now if you look at that 266 00:09:06,080 --> 00:09:09,680 texture you can see that it is mostly 267 00:09:08,160 --> 00:09:11,120 keeping the shape it is keeping the 268 00:09:09,680 --> 00:09:13,120 shape of those squares or those 269 00:09:11,120 --> 00:09:14,640 rectangles but there's a little bit of 270 00:09:13,120 --> 00:09:16,959 noise here and there which is kind of 271 00:09:14,640 --> 00:09:19,360 distorting it so now it looks much more 272 00:09:16,959 --> 00:09:21,440 random and organic and we have a really 273 00:09:19,360 --> 00:09:23,600 cool texture here now right here on this 274 00:09:21,440 --> 00:09:25,279 noise texture we also have a roughness 275 00:09:23,600 --> 00:09:27,120 value and i do want to turn the 276 00:09:25,279 --> 00:09:28,959 roughness value up because if i turn it 277 00:09:27,120 --> 00:09:30,800 up it's going to add even more detail 278 00:09:28,959 --> 00:09:32,560 and roughness and i think it just makes 279 00:09:30,800 --> 00:09:34,640 it look more like bark but i don't want 280 00:09:32,560 --> 00:09:36,240 to just turn the roughness up evenly so 281 00:09:34,640 --> 00:09:38,320 that there's more roughness all over the 282 00:09:36,240 --> 00:09:40,160 place i want some parts to have more 283 00:09:38,320 --> 00:09:42,160 roughness and then other parts to have 284 00:09:40,160 --> 00:09:44,240 less roughness so i'm going to take the 285 00:09:42,160 --> 00:09:46,000 texture coordinate and bring it over and 286 00:09:44,240 --> 00:09:47,680 then i'm going to select this noise 287 00:09:46,000 --> 00:09:49,760 texture here and i'm going to press 288 00:09:47,680 --> 00:09:51,839 shift d to duplicate it and we're going 289 00:09:49,760 --> 00:09:53,680 to stick it down here so i can now take 290 00:09:51,839 --> 00:09:55,519 the object from the texture coordinate 291 00:09:53,680 --> 00:09:57,920 and i'm going to put that into the 292 00:09:55,519 --> 00:09:59,920 vector so i can now take the color from 293 00:09:57,920 --> 00:10:01,839 this noise texture and i'm going to put 294 00:09:59,920 --> 00:10:03,760 that into the roughness so this way 295 00:10:01,839 --> 00:10:06,160 instead of just evenly changing this 296 00:10:03,760 --> 00:10:08,560 with this factor value by using the 297 00:10:06,160 --> 00:10:09,920 color from this noise texture some parts 298 00:10:08,560 --> 00:10:11,440 are going to have more roughness and 299 00:10:09,920 --> 00:10:13,680 then other parts are going to have less 300 00:10:11,440 --> 00:10:15,680 roughness now on the scale here on this 301 00:10:13,680 --> 00:10:18,079 noise texture i'm just going to turn the 302 00:10:15,680 --> 00:10:20,399 scale to like a 3 and then i will leave 303 00:10:18,079 --> 00:10:22,240 the detail at the max which is 15 so 304 00:10:20,399 --> 00:10:24,480 it's very detailed now i want to have 305 00:10:22,240 --> 00:10:26,160 more control over this so to have more 306 00:10:24,480 --> 00:10:29,200 control over the colors i'm going to 307 00:10:26,160 --> 00:10:31,600 press shift a let's go to the search and 308 00:10:29,200 --> 00:10:33,120 i'm going to search for the color ramp 309 00:10:31,600 --> 00:10:35,040 and we're going to stick the color ramp 310 00:10:33,120 --> 00:10:37,200 right here in between both of these 311 00:10:35,040 --> 00:10:38,880 noise textures so i now want to take the 312 00:10:37,200 --> 00:10:40,720 black tab and i'm going to drag the 313 00:10:38,880 --> 00:10:42,800 black tab out and i'm going to bring it 314 00:10:40,720 --> 00:10:44,480 out to about here and then i can take 315 00:10:42,800 --> 00:10:46,959 the white tab and i'm going to drag that 316 00:10:44,480 --> 00:10:48,800 over as well so now if i zoom in here 317 00:10:46,959 --> 00:10:50,800 you can see most of this doesn't have 318 00:10:48,800 --> 00:10:52,800 any roughness but then some parts here 319 00:10:50,800 --> 00:10:54,480 and there have lots of roughness now i 320 00:10:52,800 --> 00:10:56,560 don't want it to be that contrasty 321 00:10:54,480 --> 00:10:58,240 because that's very contrasty i do want 322 00:10:56,560 --> 00:11:00,399 to have some amount of roughness all 323 00:10:58,240 --> 00:11:02,399 over the texture so to do this i can 324 00:11:00,399 --> 00:11:04,480 click on the black tab and i can make 325 00:11:02,399 --> 00:11:05,680 the black tab lighter so i'm going to 326 00:11:04,480 --> 00:11:07,839 click on the color and i'm going to make 327 00:11:05,680 --> 00:11:09,120 this lighter and as i make it lighter 328 00:11:07,839 --> 00:11:10,880 you can see there's more and more 329 00:11:09,120 --> 00:11:13,440 roughness and if you want to use the 330 00:11:10,880 --> 00:11:15,279 exact same color that i'm using you can 331 00:11:13,440 --> 00:11:17,279 click on this tab and you can go here to 332 00:11:15,279 --> 00:11:22,000 the color and if you click over on the 333 00:11:17,279 --> 00:11:23,760 hex value you can type in b1 b1 b1 so 334 00:11:22,000 --> 00:11:25,279 that is the exact color that i'll be 335 00:11:23,760 --> 00:11:27,200 using and then i do want to take the 336 00:11:25,279 --> 00:11:29,600 white tab right here and i just want to 337 00:11:27,200 --> 00:11:31,440 make this white tab a little bit darker 338 00:11:29,600 --> 00:11:33,600 and again if you want to use the exact 339 00:11:31,440 --> 00:11:36,399 same color that i'm using right over 340 00:11:33,600 --> 00:11:39,040 here on the hex value you can type in c 341 00:11:36,399 --> 00:11:40,640 e c e c 342 00:11:39,040 --> 00:11:42,079 so now if you zoom out here you can see 343 00:11:40,640 --> 00:11:44,399 some parts definitely have more 344 00:11:42,079 --> 00:11:46,399 roughness but then other parts have less 345 00:11:44,399 --> 00:11:48,720 roughness so it just makes the texture a 346 00:11:46,399 --> 00:11:50,560 bit more random and organic now i want 347 00:11:48,720 --> 00:11:52,880 to organize my nodes very well just so 348 00:11:50,560 --> 00:11:54,720 that they're very easy to understand so 349 00:11:52,880 --> 00:11:57,440 i'm going to be putting these nodes in a 350 00:11:54,720 --> 00:11:59,279 frame so i'm going to press b for the 351 00:11:57,440 --> 00:12:01,360 box select and i'm just going to box 352 00:11:59,279 --> 00:12:03,600 select all these nodes here but not the 353 00:12:01,360 --> 00:12:04,880 texture coordinate and not be principled 354 00:12:03,600 --> 00:12:09,360 so just all these nodes here in the 355 00:12:04,880 --> 00:12:10,880 middle i can now press ctrl j so ctrl j 356 00:12:09,360 --> 00:12:12,399 is going to join them together into a 357 00:12:10,880 --> 00:12:13,680 frame and then i can just kind of push 358 00:12:12,399 --> 00:12:15,920 them together just so that they're 359 00:12:13,680 --> 00:12:17,839 compacted a bit more so something like 360 00:12:15,920 --> 00:12:18,959 that maybe even bring these down a 361 00:12:17,839 --> 00:12:20,800 little bit so they're a bit more 362 00:12:18,959 --> 00:12:23,120 compacted all right so i can now click 363 00:12:20,800 --> 00:12:25,279 on the frame and i want to rename the 364 00:12:23,120 --> 00:12:27,760 frame i want to add a label so i'm going 365 00:12:25,279 --> 00:12:30,079 to press the f2 button and that is going 366 00:12:27,760 --> 00:12:32,560 to change the node label and i'm just 367 00:12:30,079 --> 00:12:35,360 going to rename this to like bark 368 00:12:32,560 --> 00:12:37,600 texture all right bark texture so that 369 00:12:35,360 --> 00:12:39,839 is the base of our bark texture so what 370 00:12:37,600 --> 00:12:41,920 i'm going to do now is take the distance 371 00:12:39,839 --> 00:12:43,920 from the voronoi and i'm going to plug 372 00:12:41,920 --> 00:12:46,399 this up to the base color of the 373 00:12:43,920 --> 00:12:48,959 principled and then i can also control 374 00:12:46,399 --> 00:12:51,120 shift and select the principled bsdf and 375 00:12:48,959 --> 00:12:52,800 that is going to preview the shader now 376 00:12:51,120 --> 00:12:54,560 of course that doesn't look very much 377 00:12:52,800 --> 00:12:56,800 like bark because it is just black and 378 00:12:54,560 --> 00:12:58,800 white so i want to add a color ramp in 379 00:12:56,800 --> 00:13:00,560 here to change the different colors and 380 00:12:58,800 --> 00:13:03,360 make it look like bark so i'm going to 381 00:13:00,560 --> 00:13:05,120 press shift a and let's go to the search 382 00:13:03,360 --> 00:13:06,560 and i'm going to search for the color 383 00:13:05,120 --> 00:13:08,880 ramp node and i'm going to stick the 384 00:13:06,560 --> 00:13:10,800 color amp right here between the voronoi 385 00:13:08,880 --> 00:13:12,480 and the principle so i can now change 386 00:13:10,800 --> 00:13:14,639 the colors in here and that'll change 387 00:13:12,480 --> 00:13:16,480 the bark color so i'm going to click on 388 00:13:14,639 --> 00:13:18,480 this black tab right here and then i'm 389 00:13:16,480 --> 00:13:20,160 going to click on the color and for this 390 00:13:18,480 --> 00:13:22,000 first color i'm going to make this a 391 00:13:20,160 --> 00:13:25,120 very light color and then kind of a 392 00:13:22,000 --> 00:13:27,360 brown color so a very light brown and if 393 00:13:25,120 --> 00:13:29,200 you'd like to use the same exact color 394 00:13:27,360 --> 00:13:32,959 that i'm using you can go over to the 395 00:13:29,200 --> 00:13:32,959 hex value and you can punch in 396 00:13:33,040 --> 00:13:37,600 seven 96775 nine so that is the exact 397 00:13:36,079 --> 00:13:39,360 color that i'll be using and then i 398 00:13:37,600 --> 00:13:41,600 wanna add a color in the middle so i'm 399 00:13:39,360 --> 00:13:43,440 gonna hold down the ctrl key and click 400 00:13:41,600 --> 00:13:45,360 right in here and that is gonna add 401 00:13:43,440 --> 00:13:47,519 another tab and then i wanna bring this 402 00:13:45,360 --> 00:13:48,880 tab over a little bit so it's over here 403 00:13:47,519 --> 00:13:50,639 and then this one i'm going to click on 404 00:13:48,880 --> 00:13:52,720 the color and i'm going to make this a 405 00:13:50,639 --> 00:13:55,040 brown color as well so something like 406 00:13:52,720 --> 00:13:56,959 this and it's going to be a bit darker 407 00:13:55,040 --> 00:13:59,120 and again if you want to use the exact 408 00:13:56,959 --> 00:14:02,399 same color that i'm using over here on 409 00:13:59,120 --> 00:14:05,279 the hex you can punch in five nine three 410 00:14:02,399 --> 00:14:06,959 f two nine so that is the exact color 411 00:14:05,279 --> 00:14:08,880 that i'll be using and then for this 412 00:14:06,959 --> 00:14:11,040 last one here i want this to be brown as 413 00:14:08,880 --> 00:14:13,120 well so let's make this a brown color 414 00:14:11,040 --> 00:14:15,120 but this one is going to be very very 415 00:14:13,120 --> 00:14:17,199 dark and right over here on the hex 416 00:14:15,120 --> 00:14:19,360 value if you want to use the same color 417 00:14:17,199 --> 00:14:22,360 i'm going to be using a hex value of 418 00:14:19,360 --> 00:14:22,360 0d0905 419 00:14:23,040 --> 00:14:27,920 so just a very nice dark brown color and 420 00:14:26,320 --> 00:14:29,839 i'm also going to just drag the black 421 00:14:27,920 --> 00:14:32,240 tab over a little bit so that it's just 422 00:14:29,839 --> 00:14:33,920 a little bit more contrasty so now we 423 00:14:32,240 --> 00:14:35,839 have some really nice colors there for 424 00:14:33,920 --> 00:14:37,680 the bark now if you zoom in here you can 425 00:14:35,839 --> 00:14:39,920 see the bark is kind of shiny and i do 426 00:14:37,680 --> 00:14:42,399 want it to be pretty rough because bark 427 00:14:39,920 --> 00:14:44,800 is very rough so i'm going to take the 428 00:14:42,399 --> 00:14:46,399 distance from this voronoi texture and 429 00:14:44,800 --> 00:14:48,399 i'm going to plug a wire into the 430 00:14:46,399 --> 00:14:50,880 roughness and that way this texture here 431 00:14:48,399 --> 00:14:52,720 is going to control how rough it is now 432 00:14:50,880 --> 00:14:54,720 i want more control over this because i 433 00:14:52,720 --> 00:14:57,040 really don't have much control so i'm 434 00:14:54,720 --> 00:14:59,040 going to press shift a let's go to the 435 00:14:57,040 --> 00:15:01,360 search and i'm going to search for 436 00:14:59,040 --> 00:15:03,440 another color ramp and let's just stick 437 00:15:01,360 --> 00:15:05,680 the color amp right in here between the 438 00:15:03,440 --> 00:15:07,600 voronoi and the roughness so just stick 439 00:15:05,680 --> 00:15:08,880 it right there so i can now change the 440 00:15:07,600 --> 00:15:11,120 colors of the color ramp and that's 441 00:15:08,880 --> 00:15:13,839 going to change how rough or shiny the 442 00:15:11,120 --> 00:15:16,079 actual bark is so if i make the colors 443 00:15:13,839 --> 00:15:17,680 lighter then it's going to be more rough 444 00:15:16,079 --> 00:15:19,199 so i can click on the black tab right 445 00:15:17,680 --> 00:15:21,040 here and i can make this brighter and 446 00:15:19,199 --> 00:15:22,880 brighter and you can see that now it is 447 00:15:21,040 --> 00:15:25,120 much more rough and if you want to use 448 00:15:22,880 --> 00:15:27,279 the exact same color that i'm using you 449 00:15:25,120 --> 00:15:29,360 can click on this tab right here and go 450 00:15:27,279 --> 00:15:31,759 to the color and i'm going to be using a 451 00:15:29,360 --> 00:15:34,959 hex value of b3 452 00:15:31,759 --> 00:15:37,199 b3 b3 and then also right over here on 453 00:15:34,959 --> 00:15:38,800 this white tab over on the other side if 454 00:15:37,199 --> 00:15:41,120 you want to use the same color that i'm 455 00:15:38,800 --> 00:15:42,800 using you can go to the hex and you can 456 00:15:41,120 --> 00:15:46,320 punch in e d 457 00:15:42,800 --> 00:15:48,480 e d e d so this is basically just a 458 00:15:46,320 --> 00:15:50,720 white color but it's very very slightly 459 00:15:48,480 --> 00:15:52,560 gray so now you can see that tree bark 460 00:15:50,720 --> 00:15:54,560 is very rough and that looks much more 461 00:15:52,560 --> 00:15:57,120 realistic so the next thing that i want 462 00:15:54,560 --> 00:15:59,199 to create is the moss so i'm going to be 463 00:15:57,120 --> 00:16:01,199 creating the moss right up here so i'm 464 00:15:59,199 --> 00:16:03,440 going to press shift a let's go to the 465 00:16:01,199 --> 00:16:05,600 search and i'm going to search for a 466 00:16:03,440 --> 00:16:07,680 noise texture and let's stick the noise 467 00:16:05,600 --> 00:16:09,360 texture right up here and then i want to 468 00:16:07,680 --> 00:16:11,120 use the object coordinate so on the 469 00:16:09,360 --> 00:16:12,800 texture coordinate i'm going to take the 470 00:16:11,120 --> 00:16:15,199 object and let's put that into the 471 00:16:12,800 --> 00:16:17,440 vector and then i can control shift and 472 00:16:15,199 --> 00:16:19,199 select the noise texture to preview it 473 00:16:17,440 --> 00:16:21,680 now on the scale i just want to turn 474 00:16:19,199 --> 00:16:23,360 this up to like a 7 and then i do also 475 00:16:21,680 --> 00:16:25,279 want to have lots of detail so let's 476 00:16:23,360 --> 00:16:27,519 turn the detail all the way to the max 477 00:16:25,279 --> 00:16:29,040 which is 15. and then i do want to add 478 00:16:27,519 --> 00:16:31,079 quite a bit of roughness so i'm going to 479 00:16:29,040 --> 00:16:35,120 turn the roughness up to like 480 00:16:31,079 --> 00:16:36,800 8.65 so 8.65 and now that has a lot more 481 00:16:35,120 --> 00:16:38,480 detail and then i do think the moss 482 00:16:36,800 --> 00:16:41,040 looks pretty cool if it has a bit of 483 00:16:38,480 --> 00:16:42,399 distortion so on the distortion value 484 00:16:41,040 --> 00:16:44,480 i'm just going to turn this up to like a 485 00:16:42,399 --> 00:16:46,480 0.3 so there's a little bit of 486 00:16:44,480 --> 00:16:48,639 distortion now what i want to do is 487 00:16:46,480 --> 00:16:50,560 create a mask to tell the texture where 488 00:16:48,639 --> 00:16:53,199 the moss is going to be so i need to 489 00:16:50,560 --> 00:16:55,279 make this more contrasty so to do this i 490 00:16:53,199 --> 00:16:58,079 can just press shift a let's go to the 491 00:16:55,279 --> 00:16:59,440 search and i can search for a color ramp 492 00:16:58,079 --> 00:17:01,040 and let's click on the color ramp and 493 00:16:59,440 --> 00:17:03,360 i'm just going to drop it right in here 494 00:17:01,040 --> 00:17:04,959 in this wire and just make sure you ctrl 495 00:17:03,360 --> 00:17:07,360 shift and select the color ramp to 496 00:17:04,959 --> 00:17:09,039 preview it so i can now bring these two 497 00:17:07,360 --> 00:17:11,120 tabs together and that is going to make 498 00:17:09,039 --> 00:17:13,600 it more contrasty so i'm going to drag 499 00:17:11,120 --> 00:17:15,280 this black tab to about here and then 500 00:17:13,600 --> 00:17:18,000 i'm going to drag the white tab out so 501 00:17:15,280 --> 00:17:20,000 that the actual white parts are brighter 502 00:17:18,000 --> 00:17:22,160 so just bring it to about there so 503 00:17:20,000 --> 00:17:24,000 wherever the white parts are that is 504 00:17:22,160 --> 00:17:25,679 where there's going to be moss so you 505 00:17:24,000 --> 00:17:27,199 can play around with this if you want 506 00:17:25,679 --> 00:17:28,480 very little moss you could just bring 507 00:17:27,199 --> 00:17:30,320 these over here and now there's not 508 00:17:28,480 --> 00:17:32,240 going to be very much moss or if you 509 00:17:30,320 --> 00:17:34,000 want a lot of moss you can drag this 510 00:17:32,240 --> 00:17:35,840 over so this way there would be a lot of 511 00:17:34,000 --> 00:17:37,840 moss i don't really want that much moss 512 00:17:35,840 --> 00:17:40,080 so i'm going to drag this over to about 513 00:17:37,840 --> 00:17:42,000 there so let's zoom out here and i want 514 00:17:40,080 --> 00:17:44,160 to join these together into a frame just 515 00:17:42,000 --> 00:17:45,919 to organize them very well so i'll press 516 00:17:44,160 --> 00:17:48,080 b for the box select i'm just going to 517 00:17:45,919 --> 00:17:51,360 box select these two nodes and then i 518 00:17:48,080 --> 00:17:53,360 can press ctrl j and ctrl j is going to 519 00:17:51,360 --> 00:17:56,160 join them together into a frame and then 520 00:17:53,360 --> 00:17:57,840 with this frame selected i can press f2 521 00:17:56,160 --> 00:17:59,760 and that's going to bring up the node 522 00:17:57,840 --> 00:18:02,559 label and i'm just going to rename this 523 00:17:59,760 --> 00:18:04,640 to moss so just rename that to moss all 524 00:18:02,559 --> 00:18:06,799 right so i now want to add the moss into 525 00:18:04,640 --> 00:18:08,720 the base color so i can actually see it 526 00:18:06,799 --> 00:18:11,679 so to do this i want to mix this color 527 00:18:08,720 --> 00:18:13,360 ramp in with the color of the texture so 528 00:18:11,679 --> 00:18:15,200 i'm going to select this color amp hold 529 00:18:13,360 --> 00:18:18,480 down the shift key and select this color 530 00:18:15,200 --> 00:18:20,320 ramp and then i can press ctrl 0 and 531 00:18:18,480 --> 00:18:22,240 that is using a feature from the node 532 00:18:20,320 --> 00:18:24,640 wrangler add-on and it's going to add a 533 00:18:22,240 --> 00:18:26,559 mix rgb so i'm just going to open up the 534 00:18:24,640 --> 00:18:28,480 mix rgb just click on the arrow to open 535 00:18:26,559 --> 00:18:30,000 it up and then i'm going to just box 536 00:18:28,480 --> 00:18:31,520 select these nodes right here and i'm 537 00:18:30,000 --> 00:18:33,840 just going to bring these nodes over so 538 00:18:31,520 --> 00:18:35,679 we have a bit more space so i actually 539 00:18:33,840 --> 00:18:37,440 want to take the color from the mix and 540 00:18:35,679 --> 00:18:39,280 i'm going to put that into the base 541 00:18:37,440 --> 00:18:41,360 color all right so then i want to 542 00:18:39,280 --> 00:18:43,200 control shift and select this mix to 543 00:18:41,360 --> 00:18:44,880 preview it so right now you can see that 544 00:18:43,200 --> 00:18:47,280 it is adding the moss but the moss is 545 00:18:44,880 --> 00:18:48,880 all white so what i want to do instead 546 00:18:47,280 --> 00:18:50,880 is take the color ramp here from the 547 00:18:48,880 --> 00:18:52,960 moss and i want to put this into the 548 00:18:50,880 --> 00:18:54,960 factor and the factor is going to tell 549 00:18:52,960 --> 00:18:56,240 it what parts are going to be color one 550 00:18:54,960 --> 00:18:58,320 and then what parts are going to be 551 00:18:56,240 --> 00:19:00,960 color two so then we can take this color 552 00:18:58,320 --> 00:19:04,000 ramp here with the brown colors and i'm 553 00:19:00,960 --> 00:19:06,880 gonna put that into color one so now 554 00:19:04,000 --> 00:19:08,799 color two is going to be the moss color 555 00:19:06,880 --> 00:19:10,400 because this color ramp right here is 556 00:19:08,799 --> 00:19:12,240 telling it where it's going to be moss 557 00:19:10,400 --> 00:19:14,160 and where it's going to be the bark so 558 00:19:12,240 --> 00:19:15,919 right back over here on color 2 i can 559 00:19:14,160 --> 00:19:18,320 just click on this color and i'm going 560 00:19:15,919 --> 00:19:20,320 to make this kind of a greenish brownish 561 00:19:18,320 --> 00:19:22,640 mossy color and if you want to use the 562 00:19:20,320 --> 00:19:25,200 same exact color that i'm using on color 563 00:19:22,640 --> 00:19:27,360 2 you can go to the hex value and you 564 00:19:25,200 --> 00:19:31,200 can punch in 4 3 565 00:19:27,360 --> 00:19:33,520 6 c 2 8. so that is the exact color that 566 00:19:31,200 --> 00:19:35,679 i'll be using so i can now control shift 567 00:19:33,520 --> 00:19:37,919 and select the principled shader alright 568 00:19:35,679 --> 00:19:40,240 so this is definitely looking more like 569 00:19:37,919 --> 00:19:42,960 a bark material but it doesn't really 570 00:19:40,240 --> 00:19:44,960 have any bump it's very very smooth so i 571 00:19:42,960 --> 00:19:46,960 want to add some bump into the normal to 572 00:19:44,960 --> 00:19:49,280 make it look like it's bumpy so i want 573 00:19:46,960 --> 00:19:51,120 to add three layers of bump so the first 574 00:19:49,280 --> 00:19:52,880 layer of bump that i want to add is the 575 00:19:51,120 --> 00:19:55,039 voronoi texture because this is the 576 00:19:52,880 --> 00:19:57,120 actual bark texture so i'm going to take 577 00:19:55,039 --> 00:19:58,640 the distance from the voronoi and i'm 578 00:19:57,120 --> 00:20:01,039 going to pull out a wire and i'm going 579 00:19:58,640 --> 00:20:02,880 to stick that into the normal now 580 00:20:01,039 --> 00:20:04,799 there's some weird shading issues and 581 00:20:02,880 --> 00:20:07,440 that is because we need to convert this 582 00:20:04,799 --> 00:20:09,200 data into normal data because this is 583 00:20:07,440 --> 00:20:10,880 just black and white data but this 584 00:20:09,200 --> 00:20:12,960 actually needs to be normal data you can 585 00:20:10,880 --> 00:20:14,960 see that as a purple dot there so to 586 00:20:12,960 --> 00:20:17,600 convert this to normal data i can press 587 00:20:14,960 --> 00:20:19,280 shift a let's go to the search and i can 588 00:20:17,600 --> 00:20:21,600 search for the bump node and we're going 589 00:20:19,280 --> 00:20:23,840 to stick the bump node right here 590 00:20:21,600 --> 00:20:25,760 so then the distance can actually go 591 00:20:23,840 --> 00:20:27,840 into the height value of the bump and 592 00:20:25,760 --> 00:20:30,480 then the bump normal can go into the 593 00:20:27,840 --> 00:20:32,159 normal of the principal shader and this 594 00:20:30,480 --> 00:20:34,080 way it's going to convert it to normal 595 00:20:32,159 --> 00:20:36,240 data so now you can see that looks very 596 00:20:34,080 --> 00:20:38,400 bumpy and that looks really nice and 597 00:20:36,240 --> 00:20:40,559 also i can rename the bump node so if i 598 00:20:38,400 --> 00:20:43,520 click on the bump node to select it i 599 00:20:40,559 --> 00:20:47,039 can press f2 and i want to rename this 600 00:20:43,520 --> 00:20:49,280 to bark bump so just rename that to bark 601 00:20:47,039 --> 00:20:51,120 bun now this is a bit too strong and i 602 00:20:49,280 --> 00:20:52,799 want to make it a bit more subtle so 603 00:20:51,120 --> 00:20:56,640 let's turn the strength value on this 604 00:20:52,799 --> 00:20:58,960 bump node to just like a 0.35 i think at 605 00:20:56,640 --> 00:21:00,960 0.35 is pretty good so now that's not 606 00:20:58,960 --> 00:21:02,799 quite as strong alright now i also just 607 00:21:00,960 --> 00:21:04,320 want to add some noise all over the 608 00:21:02,799 --> 00:21:06,400 texture just to make it look more 609 00:21:04,320 --> 00:21:08,480 organic and natural so i'm going to 610 00:21:06,400 --> 00:21:10,880 press shift a let's go to the search 611 00:21:08,480 --> 00:21:12,400 here and i'm going to search for a noise 612 00:21:10,880 --> 00:21:14,480 texture and we're just going to stick 613 00:21:12,400 --> 00:21:16,080 the noise texture right down here now i 614 00:21:14,480 --> 00:21:18,080 want to use the object coordinates so 615 00:21:16,080 --> 00:21:19,200 we're going to take the texture 616 00:21:18,080 --> 00:21:21,120 coordinate we're going to take the 617 00:21:19,200 --> 00:21:23,120 object let's pull out a wire and i'm 618 00:21:21,120 --> 00:21:25,280 going to drag this all the way over and 619 00:21:23,120 --> 00:21:27,760 we're going to plug this into the vector 620 00:21:25,280 --> 00:21:29,600 of the noise texture and then i can ctrl 621 00:21:27,760 --> 00:21:31,679 shift and select the noise texture to 622 00:21:29,600 --> 00:21:33,120 preview it so let's take the scale here 623 00:21:31,679 --> 00:21:35,200 on the noise texture and i'm just going 624 00:21:33,120 --> 00:21:36,720 to turn that to like 4 and then i'm 625 00:21:35,200 --> 00:21:39,120 going to turn the detail here all the 626 00:21:36,720 --> 00:21:41,200 way up to the max which is 15 so it is 627 00:21:39,120 --> 00:21:42,960 very detailed and then i do want a 628 00:21:41,200 --> 00:21:45,760 little bit more roughness so let's turn 629 00:21:42,960 --> 00:21:47,360 the roughness up to like a 0.6 so it has 630 00:21:45,760 --> 00:21:48,720 even more detail 631 00:21:47,360 --> 00:21:50,400 all right so i now want to take this 632 00:21:48,720 --> 00:21:52,559 noise texture and i want to plug it into 633 00:21:50,400 --> 00:21:54,320 the bump just to give the entire texture 634 00:21:52,559 --> 00:21:55,919 a little bit of bump so i'm going to 635 00:21:54,320 --> 00:21:58,320 take this bark bump i'm going to take 636 00:21:55,919 --> 00:22:00,080 this node and i'm going to press shift d 637 00:21:58,320 --> 00:22:02,240 to duplicate it and i'm going to drop it 638 00:22:00,080 --> 00:22:03,600 right here so the normal can just go 639 00:22:02,240 --> 00:22:05,520 through the normal because it's already 640 00:22:03,600 --> 00:22:07,679 been converted to normal data from this 641 00:22:05,520 --> 00:22:09,840 one so we now have this extra height 642 00:22:07,679 --> 00:22:11,840 value that we can add data into 643 00:22:09,840 --> 00:22:13,360 so i'm going to take the factor from the 644 00:22:11,840 --> 00:22:15,840 noise texture and i'm going to plug that 645 00:22:13,360 --> 00:22:18,159 into the height and then i can control 646 00:22:15,840 --> 00:22:20,000 shift and select the principled shader 647 00:22:18,159 --> 00:22:21,919 to preview it so now it's just adding 648 00:22:20,000 --> 00:22:24,720 some procedural noise all over the 649 00:22:21,919 --> 00:22:27,440 texture now if i click on this bump node 650 00:22:24,720 --> 00:22:29,120 i can also press f2 to rename this and 651 00:22:27,440 --> 00:22:31,360 instead of it being bark bump i just 652 00:22:29,120 --> 00:22:33,120 want to rename it to a noise bump so now 653 00:22:31,360 --> 00:22:34,880 it says noise bump and then i do want to 654 00:22:33,120 --> 00:22:36,799 make it a bit more strong so on the 655 00:22:34,880 --> 00:22:39,840 strength value let's just turn this up 656 00:22:36,799 --> 00:22:42,080 to like 8.4 so it's a bit more strong 657 00:22:39,840 --> 00:22:43,919 and actually if you ctrl shift and 658 00:22:42,080 --> 00:22:45,520 select the different bump nodes you can 659 00:22:43,919 --> 00:22:47,120 actually preview what they're doing so 660 00:22:45,520 --> 00:22:49,200 that's what the first one is doing and 661 00:22:47,120 --> 00:22:50,880 then control shift and select this bump 662 00:22:49,200 --> 00:22:52,960 node and that's what the second one is 663 00:22:50,880 --> 00:22:55,039 doing now i want to add one more layer 664 00:22:52,960 --> 00:22:56,799 of bump and that's going to be the moss 665 00:22:55,039 --> 00:22:59,039 because if i control shift and select 666 00:22:56,799 --> 00:23:00,640 the principled shader if i zoom into the 667 00:22:59,039 --> 00:23:02,400 moss you can see the moss isn't really 668 00:23:00,640 --> 00:23:04,320 popping out but i do want the moss to 669 00:23:02,400 --> 00:23:05,919 look like it's bumping out so i'm going 670 00:23:04,320 --> 00:23:07,600 to take the color ramp here from the 671 00:23:05,919 --> 00:23:08,960 moss and i'm going to put that into the 672 00:23:07,600 --> 00:23:10,799 normal as well 673 00:23:08,960 --> 00:23:12,799 so let's take this bump node and i'm 674 00:23:10,799 --> 00:23:14,640 going to press shift d to duplicate it 675 00:23:12,799 --> 00:23:16,799 and i'm just going to drop it right here 676 00:23:14,640 --> 00:23:18,720 so again the normal can just go through 677 00:23:16,799 --> 00:23:20,960 the normal so we now have this extra 678 00:23:18,720 --> 00:23:22,640 height value that we can plug data into 679 00:23:20,960 --> 00:23:24,000 so i'm going to take the color from the 680 00:23:22,640 --> 00:23:26,000 color ramp and i'm going to bring this 681 00:23:24,000 --> 00:23:28,080 way down and i'm going to stick it right 682 00:23:26,000 --> 00:23:30,400 there into the height value and then if 683 00:23:28,080 --> 00:23:33,280 i click on this last bump right here i 684 00:23:30,400 --> 00:23:35,200 can press f2 to rename this and i don't 685 00:23:33,280 --> 00:23:37,760 want to rename it to noise bump i want 686 00:23:35,200 --> 00:23:40,080 to rename it to moss bump because it is 687 00:23:37,760 --> 00:23:42,000 the bump for the moss and then i do want 688 00:23:40,080 --> 00:23:43,600 it to be popping out quite a bit so i'm 689 00:23:42,000 --> 00:23:46,240 going to turn the strength value all the 690 00:23:43,600 --> 00:23:48,159 way up to 1. so now if you zoom in there 691 00:23:46,240 --> 00:23:50,320 the moss is popping out and that is 692 00:23:48,159 --> 00:23:52,720 looking very good so this is definitely 693 00:23:50,320 --> 00:23:54,240 looking like tree bark but there is one 694 00:23:52,720 --> 00:23:56,320 really important thing that i want to do 695 00:23:54,240 --> 00:23:58,400 here at the end and that is to add the 696 00:23:56,320 --> 00:24:00,400 displacements and this is really going 697 00:23:58,400 --> 00:24:01,440 to make it look like actual tree bark 698 00:24:00,400 --> 00:24:03,600 because it's actually going to be 699 00:24:01,440 --> 00:24:06,000 displacing the mesh so what i want to do 700 00:24:03,600 --> 00:24:08,000 is i want to take the bark texture and i 701 00:24:06,000 --> 00:24:10,640 want to put that into the displacement 702 00:24:08,000 --> 00:24:12,240 to actually displace the mesh so i can 703 00:24:10,640 --> 00:24:14,080 take the distance from the voronoi 704 00:24:12,240 --> 00:24:15,760 texture and i'm going to pull out a wire 705 00:24:14,080 --> 00:24:18,640 and i'm going to plug this into the 706 00:24:15,760 --> 00:24:20,640 displacement here on the material output 707 00:24:18,640 --> 00:24:21,840 now it's going to do something but you 708 00:24:20,640 --> 00:24:23,600 can see that that's really weird and 709 00:24:21,840 --> 00:24:26,080 that's all messed up it's like shooting 710 00:24:23,600 --> 00:24:27,840 out in a random direction and so that is 711 00:24:26,080 --> 00:24:30,400 because this is just black and white 712 00:24:27,840 --> 00:24:32,720 data but this needs to be displacement 713 00:24:30,400 --> 00:24:35,120 data so just like we did with the bump 714 00:24:32,720 --> 00:24:38,000 nodes i need a node in here to actually 715 00:24:35,120 --> 00:24:40,320 convert it to displacement data so to do 716 00:24:38,000 --> 00:24:42,400 this i'm going to press shift a let's go 717 00:24:40,320 --> 00:24:44,880 to the search and i'm going to search 718 00:24:42,400 --> 00:24:46,640 for the displacement node and i want to 719 00:24:44,880 --> 00:24:48,720 drop the displacement node right here in 720 00:24:46,640 --> 00:24:50,400 this wire and then i can just drag this 721 00:24:48,720 --> 00:24:52,640 down and i'm going to stick this right 722 00:24:50,400 --> 00:24:54,480 down here underneath the principle and 723 00:24:52,640 --> 00:24:56,880 then also you can see that this wire is 724 00:24:54,480 --> 00:24:59,440 kind of overlapping so to make it not 725 00:24:56,880 --> 00:25:02,640 overlapping i can hold down the shift 726 00:24:59,440 --> 00:25:04,559 key and i can right click and drag and 727 00:25:02,640 --> 00:25:06,559 i'm going to drag a line over the wire 728 00:25:04,559 --> 00:25:08,400 and then let go and what that's going to 729 00:25:06,559 --> 00:25:10,080 do is going to add this little reroute 730 00:25:08,400 --> 00:25:12,080 and then i can just drag the reroute 731 00:25:10,080 --> 00:25:13,520 over this is optional you don't need to 732 00:25:12,080 --> 00:25:15,360 do it if you don't want to but i just 733 00:25:13,520 --> 00:25:16,799 want to organize my nodes very well so 734 00:25:15,360 --> 00:25:18,960 i'm going to bring that over and that 735 00:25:16,799 --> 00:25:20,559 way it's not overlapping all right now 736 00:25:18,960 --> 00:25:22,320 if i zoom in here you can see it's not 737 00:25:20,559 --> 00:25:23,840 really doing anything and that is 738 00:25:22,320 --> 00:25:25,760 because i actually need to take this 739 00:25:23,840 --> 00:25:28,640 wire and i want to put it into the 740 00:25:25,760 --> 00:25:31,200 height value instead so the voronoi 741 00:25:28,640 --> 00:25:32,720 texture from the bark texture needs to 742 00:25:31,200 --> 00:25:34,880 be going into the height value of the 743 00:25:32,720 --> 00:25:36,640 displacement and now you can see that is 744 00:25:34,880 --> 00:25:39,200 actually working so that is looking 745 00:25:36,640 --> 00:25:41,200 pretty cool but it is way too strong so 746 00:25:39,200 --> 00:25:43,799 i'm going to take the scale value and 747 00:25:41,200 --> 00:25:47,760 i'm going to turn this way down to like 748 00:25:43,799 --> 00:25:49,360 8.14 so just change it to like a 0.14 i 749 00:25:47,760 --> 00:25:51,440 think that is a good size we'll just 750 00:25:49,360 --> 00:25:53,039 wait for that to load up and there we 751 00:25:51,440 --> 00:25:54,640 have it so i'm just going to zoom into 752 00:25:53,039 --> 00:25:56,480 this object here make this a little bit 753 00:25:54,640 --> 00:25:58,320 bigger so you can see it's actually 754 00:25:56,480 --> 00:26:00,720 displacing the mesh and so that looks 755 00:25:58,320 --> 00:26:02,559 very cool and it really does look like 756 00:26:00,720 --> 00:26:04,159 procedural bark you can see those little 757 00:26:02,559 --> 00:26:05,840 bits there are kind of popping out here 758 00:26:04,159 --> 00:26:07,679 and there and it looks good from all 759 00:26:05,840 --> 00:26:09,440 sides so even if you look at this on the 760 00:26:07,679 --> 00:26:11,679 side of the cylinder or the back of the 761 00:26:09,440 --> 00:26:13,039 cylinder it has a really nice texture 762 00:26:11,679 --> 00:26:15,120 there and i really like how that is 763 00:26:13,039 --> 00:26:17,440 actually popping out of the mesh and 764 00:26:15,120 --> 00:26:19,600 that is it so that is the procedural 765 00:26:17,440 --> 00:26:22,320 tree bark material so i'll just give 766 00:26:19,600 --> 00:26:24,640 this a final render so i hope you found 767 00:26:22,320 --> 00:26:26,400 this tutorial helpful and thank you for 768 00:26:24,640 --> 00:26:28,480 watching and if you'd like to help 769 00:26:26,400 --> 00:26:30,640 support me and this channel then you can 770 00:26:28,480 --> 00:26:32,799 purchase this procedural material on my 771 00:26:30,640 --> 00:26:34,559 gumroad store and my patreon page i'll 772 00:26:32,799 --> 00:26:36,159 have the links in the description and 773 00:26:34,559 --> 00:26:38,080 you can also check out my blender 774 00:26:36,159 --> 00:26:40,320 procedural material packs if you'd like 775 00:26:38,080 --> 00:26:42,320 to purchase more of my materials and if 776 00:26:40,320 --> 00:26:44,480 you'd like to watch more procedural 777 00:26:42,320 --> 00:26:46,880 tutorials then you can check out my 778 00:26:44,480 --> 00:26:49,440 blender procedural material tutorial 779 00:26:46,880 --> 00:26:51,520 playlist on youtube all the links are in 780 00:26:49,440 --> 00:26:52,480 the description so i hope you enjoyed 781 00:26:51,520 --> 00:26:55,840 this tutorial 782 00:26:52,480 --> 00:26:55,840 and thank you for watching60347

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