Procedural Texturing using nodes alone can create any materials?

Yes, but as already mentioned, it is highly impractical. Usually you’d require so many generators it’d slow down rendering to a crawl. I’m a huge fan of the hybrid approach. Where possible, use procedurals to break up repeating patterns in a texture image and/or modulate its output in some ways.

Sometimes you can even use blender to create those 2D patterns but save them out as images instead due to the rendering cost. But If you do have access to proper tools like substance designer I wouldn’t bother, because you can only have seamless in 1 direction in blender (without stretching or density artifacts), and you’ll have to make it seamless after the fact. I have done this, created several seamless wood textures based on Bartek Skorupa’s approach, where I use this result in further procedural ways to mix and mangle it. Someone elses stuff:

If you want to learn more about manipulating coordinates, this is the video to watch:

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