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  • Rendering101_pt_23_RS_Procedural_Wood_Material.zip
  • Rendering101_pt_23_RS_Procedural_Wood_Material.zip

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Edit: As David rightfully pointed out, the RSColorLayer-Node offers all kinds of blend nodes. That's what I get for being thick-headed. So take my ramblings about blend nodes as weird entertainment rather than as justified critique.

Wood shading can pose it's own set of challenges, especially when working on larger areas such as wooden flooring. Procedural shading can come in handy to avoid tiling effects and allow for memory efficient rendering, as we're not using any bitmap textures.

In this video Mo builds a fully procedural wood shader out of layered noises while rambling on about the lack of certain Redshift functionality and how to handle that.

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Rendering 101 - pt. 23: Building A Procedural Wood Shader In Redshift

Comments

COMPUTER GENERATED

Great to see how to build these blend modes manually - but have you checked out the RSColorLayer node? It has nearly all the blend modes you find in PS.

entagma

Fffuuuarghh!!!! Thx for letting me know. Facepalm. Cheers, Mo

John Coogan

I was wondering about the decision not to use RS Color Composite. Still a great video. If you do a follow up, I would love to know about when to use ColorComposite vs ColorLayer. As well as when to use roughness instead of bump mapping and the associated tradeoffs. I see so many PBR materials come with at least 3 or 4 maps. It was interesting to see a beautiful result built on just diffuse and bump.

Thomas

I loooove all your tutorials. I can only say how incredible you guys are as well as generous with your knowledge but..... This one was reaaaaally boring.. I mean it was good but really really dull. Thanks though!