Procedural Textures Pack - Roof And Floor

by Nodes and noodles in Surfacing


Get to know the Textures

This pack includes several example materials illustrating some techniques employed in building procedural materials both basic and more advanced. You are encouraged to dig into the materials and see how they work so you can employ the same methods in your projects.

Open your downloaded .blend file... 

...and let's have a look at the Demo - Floorboards material.

You can use any kind of coordinates with a Separate node to access two axes and feed them into the U and V sockets of your texture node, for example, use the Object coordinates and place the object's origin at the bottom left.

Object Origin must be placed at the bottom-left

The wood facade node takes the UVs and Random outputs of the texture. The U Scale and V Scale inputs can be set to match the sizes of our boards to begin with and then adjusted to taste. Good practice is to set Offset Intensity to 0 and then slowly increase it until you like the look of the wood grain.

Step by step 

The ONAN-Floorboards Texture:
Height goes into a Displacement node or a Bump node.
Mask is used to mix between the color of the space between boards and the board surfaces.
Header Mask is left empty in this example
U Edge Mask is left empty in this example
V Edge Mask is left empty in this example
UVs goes into the UVs input of the Wood Facade.
Random goes into the UVs input of the Wood Facade.

The wood facade node:
Height gets multiplied by a very small number (because wood grain is very shallow) and then simply added to the Height output of the texture.
Grain Height blends between two woody brown colors.

And that's it! The Color Mix node goes into a Principled shader's Base Color, the Displacement node goes into the Material Output and you're ready to render!


Add the Textures to your Blender project

  1. Open your existing project or start a new one in Blender
  2. Click File -> Append then browse to your downloaded file and click on it once
  3. Click on NodeTree. The texture nodes can be identified by the ONAN prefix. Select the textures you would like to use and click Append from Library
  4. The texture nodes will now be available in the Shader Editor. Click Add -> Group and find the textures by the ONAN prefix.

Sockets:
All the textures have certain input  and output sockets in common and some have extra or unique inputs and/or outputs for additional functionality.

Common Inputs

  • U - input U axis
  • V - input V axis
  • U Size - horizontal size of tile/board
  • V Size - vertical size of tile/board
  • Edge - radius of rounded edge
  • Space - size of space around tile/board
  • U Edge Mask Size - size of output U Edge Mask
  • V Edge Mask Size - size of output V Edge Mask
  • U Scale - horizontal scale for output UVs
  • V Scale - vertical scale for output UVs
  • Random Seed - for the output Random color


Common Outputs

  • Height - a heightmap texture
  • Header Mask - a mask to isolate certain areas pertinent to the layout so you can treat them differently and make them stand out
  • U Edge Mask - a mask for vertical edges
  • V Edge Mask - a mask for horizontal edges
  • UVs - a uv map for each tile/board
  • Random - a random color for each tile/board


Unique Outputs

  • Mask - a mask to isolate tiles/boards from surrounding space
  • Upper V Edge Mask - a mask for only the horizontal edges at the top
  • Lower V Edge Mask - a mask for only the horizontal edges at the bottom




$15

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Dev Fund Contributor
Published about 5 years ago
Software Version 2.8, 2.81, 2.82, 2.83, 2.9, 2.91, 2.92, 2.93, 3.0, 3.1, 3.2, 3.3, 3.4, 3.5
License Royalty Free