create realistic wood material in blender
There are an infinite number of materials in this world and all of these are different from each other when it comes to properties and peculiarities. For this reason, when i start to create a new material i seek different types of it, and when i decide which is the most appropriate, i study its main properties; the specularity, the reflectivity and the details that make it unique. Then i have to decide if i want to create the texture myself (by taking a photo or drawing it) or download from a website (such as cgtextures.com). On these pages, i will share the process i use when i want to create a texture using a photo, in this case the focus will be on making a realistic wood material.
Parallel symmetry For the creation of this scene, and in particular, for the creation of the wood texture, i have started from a photo i have taken. A photo that will become a texture is not simple to take, in fact we have to consider two essentials elements, the symmetry and light. it’s important that we take a photo from the correct position, and in this case, that means putting the camera parallel to the object. in this way we will avoid any sort of distortion in the final texture.
Ambient light The second element that we have to consider during this process is the lighting. it’s very important that the light in the scene is homogenous. For this reason, i usually advise avoiding the use of flash during this process and also avoid taking photos during sunrise and the sunset, because in these hours the light changes and we could have some trouble with the shadows and other elements.
Photo editing Once the photo is taken, it’s time to enter the editing stage. The photo-editing process is the last process, here we are going to essentially fix the colour of the photo and in particular the colour saturation, the contrast, the colour temperature, the shaders and the sharpness. All of the values of these elements depend on the photo that we have taken, but the main rule is generally not to exaggerate too much.
Add the nodes starting from this, we have to select the mesh in which we want to assign the material and from the Properties panel, we have to create a new material. Opening the node editor panel, we have to add these nodes: Diffuse BSDF shader, the Glossy BSDF
shader and the normal Map node. in the Texture section we have to add two image Textures, in the input section, we add Texture coordinate, and then we have to add Gamma, hue saturation Value, Fresnel, and finally last but not least, the Material Output. These are all the main elements of the wood material.
Connect the nodes now all the nodes have been added, the next job at hand is to connect them all. We can start mixing the Diffuse and Glossy shaders; to do this we have to connect these nodes to the Mix shader.
Once that is done, we can subsequently connect the Mix shader to the Material Output. in the first image texture, we have to add our wood texture and connect it with the hue saturation Value and the Gamma. Once we have done this, we can connect the Gamma to the Glossy shader in Roughness, and the hue saturation Value to the Diffuse shader. After that, we can connect the two image textures to the input Texture coordinate in uv (make sure you have already unwrapped the model). in the second image texture, we have to add the normal texture of our wood texture (the normal map can be created manually or with software such as crazybump and xnormal; just put the photo in the software and that’s it!). in this second image texture it’s important to change the image file colour space, so change color to non-color Data. Then we can connect the image Textures to the normal Map node, and subsequently connect it with the Diffuse shader, the Glossy shaders and the Fresnel. At the end we will then have to connect the Fresnel to the Mix shader.
Fix the parameters in this step i will show you the parameters that i used in my material, using the texture that i created. Please be aware that all of the parameters can change to make them relevant to your own textures. The first one is the hue saturation value. i set these values: saturation: 1.200, Value: 0.700. in Gamma i set a value of 2.110. For the Fresnel and the normal Map i decided to stick with the default values, but if you want to achieve a marked effect, then you can increase the strength setting of the normal Map.