I’ve been working for a couple month a new procedural shading workflow that adds another layer of abstraction when it comes to making PBR shaders. The idea is to build a material more simply in stages: mix a wood and paint shader with the sum of scratch and grunge nodes and add a dirt shader to make a dirty park bench.
looks like a good start.in the pic with the knots,i think thats to much knots on that piece of wood,if this came from a usely tree.for the bumpmap i woult try negative bumpmaping to bump inwarts.
Maybe add a few subtler knots? (ones that cause loops in the grain, but not black spots). Also, consider adding anisotropy. It looks really good on wood! (Demonstrated on knotted wood, my own procedural version)
I added a subtle knot generator to the AddKnots group and updated the Pattern-Grain slider so that it is like the ‘Mix’ on a Glare node: from -1 to 0, the strength of grain increases and from 0 to 1 the strength of the general wood texture decreases. This allows making woods that don’t have the common rings—like balsa—and to have varying strengths of both grain and pattern.
I also decided to do a render without the bump-map and with a roughness of near 0 to test the feasibility of using this shader in a polished wood scenario (like in a dashboard or fancy lamp).
Since wood in cabinetry and furnishings is rarely one-piece—how to you find a tree that large anyway?—I made a nodegroup that can tile any texture with any size in 3 dimensions.
X, Y, and Z are how long the repeated portion should be.
In all of my textures/shaders—except for the one that generates a galaxy—the Z-axis can be used as a seed, and that is how this nodegroup prevents exact repetition:
I reduced the bump on the wood, the thickness of the paint, and strengthened the strength of wood pattern.
I also changed the paint color to freshen things up.
The streak parameter refers to the streakiness of the dirt. Increasing it leans more towards dirt that is rubbed often—or at least that’s the idea.
(And if it gets anyone more interested, I am planning to sell the whole shader pack/workflow when its done. I’ve got a lot more shaders to critique, but want to perfect this set first.)
It’s been a while since I’ve posted anything here, got a little busy with other things. I decided to pause work on the rebuilt galaxy shader because it was taking so long, though I did create this cool thing: