cre­ate re­al­is­tic wood ma­te­rial in blender

3D Artist - - CONTENT -

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.

01

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.

02

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.

03

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.

04

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.

05

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.

06

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.

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