Procedural Wood is awesome!

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  • čas přidán 19. 07. 2024
  • In this video we create procedural wood for the chess pieces using Wave and Noise texture nodes. We also look specifically at the use of a Color Ramp node to drive grey scale information to control the IOR Level material function.
    Viewport Sync add-on. m-soluyanov.gumroad.com/l/afoty
    00:00 Introduction
    00:46 Setting object texture space
    03:14 Initial Principled shader settings
    04:22 Using a Wave texture
    10:17 Mix Color node
    11:36 Using a Noise Node
    16:05 Mixing Wave and Noise nodes
    17:37 Setup up a Bump node
    19:20 Altering reflections using IOR Level
    21:13 About the fresnel curve
    23:01 Using a Color Ramp node to control IOR Level
    #blender4 #colorramp #Wavenode #proceduralwood
  • Krátké a kreslené filmy

Komentáře • 40

  • @jonbilling2641
    @jonbilling2641 Před 3 měsíci +18

    I'm a woodworker and regularly use Blender to design and visualize furniture designs. Up to this point I've been using a procedural wood texture addon called Carvature 2.0, but never really understood the inner workings of the node setup, or how to setup a wood texture on my own. This is video was so helpful to make sense of procedural wood textures. I've learned so much from all of your videos. Please keep them coming!

    • @christopher3d475
      @christopher3d475  Před 3 měsíci +5

      I'll be doing a follow up to this procedural setup to show you how to create a concise control setup to help explore the wood easily.

    • @Fleig.
      @Fleig. Před 3 měsíci

      @@christopher3d475 hopefully we'll be able to use it to generate rosewood, maple, ash, and alder (These are the classic woods used in electric guitars)👀

    • @jonbilling2641
      @jonbilling2641 Před 3 měsíci

      @@christopher3d475 Looking forward to that!

  • @ChrisMills-AmbientSpace
    @ChrisMills-AmbientSpace Před 3 měsíci +2

    I had no idea about how to show the texture space in Blender until I saw this video. I so very much appreciate how you are revealing some fundamental usage and workflow tips along with your excellent shader setup suggestions. Thank you!

  • @seasoned-pastronaut
    @seasoned-pastronaut Před 15 dny

    Cool Tutorial, I had no idea about the texture space toggle, it's so handy! One thing that you can do instead of 'Shift+W' and then choosing from the menu is simply just press 'Ctrl+T' which is just quicker but does exactly the same thing.

  • @BillGreyt
    @BillGreyt Před 3 měsíci +4

    Your tutorials are some of the best Blender content on CZcams. I like the way you explain what you are doing, and how all these techniques fit together. Thanks!

  • @ang_oose
    @ang_oose Před 3 měsíci +3

    you are the best on CZcams at explaining blender

  • @akmovlog3574
    @akmovlog3574 Před měsícem

    Wonderful video, so well explained. I gained a lot from this single video. God bless you sir.

  • @6718289
    @6718289 Před 3 měsíci

    Your videos are just great, thanks a lot, Christopher! Would be cool to see sequels of your previous videos, which did not come to cover materials application, with that topic covered.

  • @albertbierstadt2950
    @albertbierstadt2950 Před 3 měsíci +3

    Very beautiful setup. Thanks for the video, very helpful!

  • @oscardelacruz5116
    @oscardelacruz5116 Před měsícem

    Just in case, the bump map uses the black and white information of the input, you don't need to adjust it with saturation and you are using a bump with a distance of 1 meter, which means your bump goes from 0 (black) to 1 meter (white), taking into account that your bump input was a dark grayscale image, I would say that your bump is about 10 to 20 cm height, you only reduce its visual strength (a mix with a 0 height bump) but not the height... By the way, I love them all your videos, this one too!

  • @mnieuwhof
    @mnieuwhof Před 3 měsíci

    This was a very cool tutorial and dito result!

  • @diegopadovani4942
    @diegopadovani4942 Před 3 měsíci

    Very cool result! I'll give a shot! There is one thing I do differently: With the Texture Coordinate I like to use "Object" and leave it without any object selected. It acts like a 1m³ cube for the texture space, so I dont need to change the texture space settings for every object.

    • @christopher3d475
      @christopher3d475  Před 3 měsíci +1

      Yeah, Blender has multiple degrees of freedom to accomplish some things.

  • @javadahmadi
    @javadahmadi Před 3 měsíci +1

    Wow, another incredible video. Thank you.

  • @StudioHoekhuis
    @StudioHoekhuis Před 3 měsíci

    Great video; you show a lot of techniques that I touched on, but not understood that well. Will surely use this in future projects.

  • @gurratell7326
    @gurratell7326 Před 2 měsíci

    Hey, that's a very good looking wood you got there! I just got a few tips :)
    Instead of fiddling with that texture space in the beginning you could just use the Object output from the Texture Coordinate node to get it to behave the same between different objects. Just make sure that you've applied the scale on everything!
    And when putting stuff into the height in the bump node you don't have to use that HSV before that, the bump node does by itself that internally (or any node where you put a yellow output (color, aka three channel float) into a grey input (single channel float).
    Also you should never use the Strength to change the amount of bump, instead use Distance. Distance is in scene units and gives the exact same effect as if you're using Scale on a Displacement node, so if you set the Distance to 1 that bump is going to simulate the look of something that's bumped 1 meter (if Blender unit is set to meter and using a texture that goes from 0 to 1) from the surface, or if you set it to 0.001 it's 1mm which is what I probably use it to for these small objects. If you instead use Strength and still have the Distance set to 1 it takes that 1 meter and kind of "fades" it out giving a less physically accurate look.
    This mistakes is something I see often, but I also see why everyone does it (including me for a long time), it's just feels more natural to use Strength. I've tried to get the devs to somehow make this clearer but I haven't succeeded.
    Anyways, you stil got some really good wooden chess pieces, so my tips might just be nit-picking I guess :)

    • @christopher3d475
      @christopher3d475  Před 2 měsíci

      Thanks for the comment.
      Regarding the bump node and grey value. Since I was going to customize the greyscale information for the Color Ramp, I decided to put the HSV desaturation process in front of the bump even though as you noticed, it isn't strictly necessary or bump.
      And yes, the Bump node is probably the worst documented of all the nodes.

  • @veiss8801
    @veiss8801 Před 3 měsíci +1

    If you select all the chess pieces, or whatever objects you want to affect you can hold Alt before clicking the Auto Texture Space to turn it off for all selected objects, and hold Alt after dragging down XYZ size to select them all before pressing enter. You can do all kinds of batch parameter changes with Alt.

    • @christopher3d475
      @christopher3d475  Před 3 měsíci

      Thanks for the tip. Blender is like a Swiss army knife, always something new to learn to use.

  • @peterwillson3322
    @peterwillson3322 Před 3 měsíci

    youre amaizing dude thank you and please make some uv unwraping tuts more deeple and explane new features please

  • @salimmonder4175
    @salimmonder4175 Před 3 měsíci

    Great video ❤❤❤ thank you

  • @Kram1032
    @Kram1032 Před 3 měsíci

    the phase offset just shifts the 0-point of the wave. i.e. it determines what the texture looks like at the origin (and therefore, what it looks like everywhere else because the wave naturally repeats)

  • @Fleig.
    @Fleig. Před 3 měsíci

    Yes... Yeeees... YEEEESSSS

  • @mydlo3
    @mydlo3 Před 3 měsíci

    Great video! I only have hard time understanding why do you alter specular values and not roughness.

    • @christopher3d475
      @christopher3d475  Před 3 měsíci +1

      I didn't want to add another variable to explain, but I certainly could have used the procedural texture setup to adjust the roughness.

  • @tinpot1978
    @tinpot1978 Před 3 měsíci

    Did you have to desaturate the input to the bump node? It was my understanding that it would automatically do that anyway.

    • @christopher3d475
      @christopher3d475  Před 3 měsíci

      I didn't specifically need to desaturate the input for bump, but since I was going to need a desaturated input for the Color Ramp, I just put that step ahead of the bump node. Lots of flexibility in the system.

  • @sleepCircle
    @sleepCircle Před 3 měsíci

    What's the difference between a H/S/V node with its saturation set to 0, and a "RGB to BW" node?

    • @christopher3d475
      @christopher3d475  Před 3 měsíci

      That would have also worked. It doesn't produce quite the same result as just a desaturation, but it still would have worked.

    • @sleepCircle
      @sleepCircle Před 3 měsíci

      ​@@christopher3d475 Does it clamp/saturate the greyscale values or something?

  • @lolledopke
    @lolledopke Před 3 měsíci +1

    Noise detail should be kept as low as possible as it increases render time. I didn’t see any difference when you changed from 7 to 15.

    • @Fleig.
      @Fleig. Před 3 měsíci

      Interesting. Do you have any material that shows the difference in terms of visual fidelity and render time as the detail increases?

    • @christopher3d475
      @christopher3d475  Před 3 měsíci

      It's a minor performance hit. I did tests and it wasn't significant.

    • @lolledopke
      @lolledopke Před 3 měsíci

      @@christopher3d475 yeah in a scene like this with just a handful of textures it’s unlikely to make any huge difference, but good to remember that some shader settings can impact performance

  • @tinpot1978
    @tinpot1978 Před 3 měsíci

    Where is the link to the addon?

    • @christopher3d475
      @christopher3d475  Před 3 měsíci

      Sorry I forgot to add it. m-soluyanov.gumroad.com/l/afoty