Designing a flexible wooden material

materialsThis material is procedural, which means you'll be able to tweak it to produce various types of wood. This article describes how to build this material using the node editor. This tutorial assumes that you've enabled the Node Wrangler.


New file

Start by opening Blender and create a new file using the General link.

  1. Select the Shading workspace.
  2. In the 3D Viewport, select the default cube
  3. Go to the Properties panel properties
  4. Open the Materials tab materials

 

Shader Editor

By default the Use Nodes option is selected (highlighted blue), and we can then edit this material using the Shader Editor

  1. Go to the Shader Editor shaderNodes 
  2. Add a Converter > Color Ramp to the left of the Principled BSDF.
    1. Connect the ColorRamp Color to the the Principled BSDF Base color.
    2. Set a dark and lighter brown colour for the ColorRamp.
  3. Add a Texture > Noise Texture to the left of the ColorRamp.
    1. Connect the Fac ports.
    2. Select the Noise Texture node.
    3. Press Ctrl + T, to connect the Texture Coordinate and Mapping nodes.
    4. Connect the Texture Coordinate Object to the Mapping Vector port.
  4. In the Noise Texture node change the following:
    1. Scale: 1.7
    2. Detail: 16.0
    3. Roughness: 0.75
    4. Distortion: 0.7
  5. In the ColorRamp node drag the dark brown point towards the light brown, to increase the definition.
  6. In the Mapping node, increase the Scale to 8 for the direction of grain for this object (X and Y together will present the grain around the sides of the object).
  7. Add a Vector > Bump node.
    1. Connect the Bump Normal to the Principled BSDF Normal.
    2. Connect the Noise Texture Fac to the Bump Height.
    3. Adjust Bump Strength to 0.4.

Now you can adjust the ColorRamp colours and the Noise Texture roughness to simulate different types of wood.

 

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