Creating Realistic Wood Texture in Maya, using only Procedural Textures

Creating Realistic Wood Texture in Maya, using only Procedural Textures

In this Tutorial I will try to walk you through the procedure of creating a Realistic Mahogany Wood Texture in Maya using just procedural textures. This textures works perfectly with Mental Ray and the default maya renderer, unfortunately the Wood 3d texture doesn’t work in V-Ray for Maya, let’s hope the guys at Chaos Group will fix that soon.

1. We start with a simple Blinn, you can use Phong or Phong E as well, in the Hypershade window select Blinn.

Start by opening up the hypershade window by going to: Window > Rendering Editors > Hypershade

We start with a simple Blinn, you can use Phong or Phong E as well, in the Hypershade window select Blinn.

Open Attribute Editor by double clicking on blinn1 in the Hypershade. Now in the color slot create a render node by clicking on the checker next to the color slider. Once you click the checker a window will appear so you can select the render node that you want to link to the color attribute.

 From the left panel select 3D Textures, from the right side now select Wood.

Now we start working on the wood node:

 We start with the Filler Color by choosing the color R: 0.275 , G: 0.039 , B: 0.008 (feel free to experiment with any color tones you want, the best way is to open a photo of the wooden texture you want to create and try to sample some tones from there, this way you will be sure to get the right wood color that you want to achieve).

 For the Vein Color you can do the same thing and choose a color like R: 0.412, G: 0.140, B: 0.067

 But for the Vein Color I want to try something more, just to add more texture and color. click on the checker next to the Vein Color slider this will open the window that lets you select the render node that you want to use.

 Select Stucco from the hypershade left window , Stucco node is also a 3D texture.

 For the stucco in the Channel 1 color I used R: 0.431, G: 0.114, B:0.000, for the Channel 2 color I used #R: 0.148, G: 0.028, B: 0.019, everything else I left it all the same, (feel free to play with the shaker if you want to see different results).

 Back to the wood1 node either by clicking on the arrow pointing to the right

or double click on the wood1 node in the hypershade window. Now that we are back into the wood1 Attribute Editor we have to play around with some setting so we can get the desired effect.

Wood Attributes

Vein Spread: 0.354 ()

Layer Size: 0.098

Randomness: 0.618

Age: 95.833

Grain Color: #682311

Grain Contrast: 0.455

Grain Spacing: 0.017

Noise Attributes

Amplitude X: 1.0

Amplitude Y: 1.0

Ratio: 0.264

(Again feel free to try your own settings, I have used these inputs because they work well for the feel I was going for)

 Now to create the wood bump, keep in mind that depending on how aged you want your wooden texture to be you should adjust the depth value. This part is really simple. We are going to re-use the wooden texture we did before. In hypershade selectwood1 , then in hypershade window go to Edit > Duplicate > Shading Network this should create a duplicate of the entire shade network that we created earlier. Now we just have to do some changes to the color.

 Double click on the Newly created wood2, in the attribute editor change the Filler Color to a 50 % grey ( feel free to experiment here) I used #747474.

 For the Vein Color click on the arrow pointing to the right next to the slider, it will take you to the newly created stucco2, for the Channel 1 I used R: 0.117, G:0.117, B:0.117, for Channel 2 I used R:0.185, G:0.185, B:0.185.

 Now for the final part of the Bump select wood2 hold middle click and drag and drop over the Blinn, this will reveal a list which you select where you want to link that shader, from that list select bump map it will automatically create a bump3dwhich is a general utility node.

 Double click on the newly created bump3d, as you can see the Bump Value is not editable this is because the wood2 controls the value of the bump, change the Bump Depth to 0.010 . I know this is very low but I do want a very subtle bump effect (Don’t be afraid to experiment with those values).

 Create a new node from Hypershade’s left panel scroll under 3D Textures and click on Solid Fractal. We will use this node to add some black shade over the Mahogany Wood just to have a bit more color variations.

 Double click on Blinn so it opens the Attribute Editor. Now select SolidFractal from Hypershade Middle click and drag and drop over the Blinn’s Diffuse slot in Attribute Editor slot. This is another way you can link nodes to the different attributes of the Material you are working with, now if you look in the hypershade you will see that a connection has been created between the SolidFractal and Blinn.

 Double click on Solid Fractal in Hypershade to open its attributes, here are the settings that I have used.

Just to be sure the Wood shader will show up correctly on your model, back in the Hypershade double click on theplace3dTexture connected to the wood1 in the Attribute Editor click on the button that says Fit to Group BBox, now repeat this for all the place3dtextures that are linked to wood2, stucco1, stucco2.

Again don’t forget to experiment with your own colors and settings, feel free to share your results. I would love to see what you come up with. Here is the entire Shader map in case you guys wanna check it out.

About Oasim Karmieh

My name is Oasim Karmieh and for the last 12 years I have been working as a freelancer,I have had the pleasure to work with clients all over the world. I have worked on some amazing projects from Animated films, animated short films, commercials and interactive iPad books. I’m what you call a Jack of all trades, but my true love and passion is teaching I always enjoyed sharing my knowledge and technique with all my friends, This is why I started Pixelophy.com, cause I really believe in sharing knowledge and experience, the only way we can grow as artists is to help other artists grow with us.

66 Comments

  • […] This post was mentioned on Twitter by Pixelcloth and oasim Karmieh. oasim Karmieh said: Creating Realistic Wood Texture using only Procedural Textures http://t.co/3b5iAFB #3d #tutorials #pixelophy […]

  • Serban says:

    Awesome! Would be great to see a studio light tutorial for the wood texture applied to a sphere or something.

    Will definitely try this :)
    Keep up the good work.

  • Trevor says:

    Thanks a ton, best tut on the web!

  • databang says:

    Thanks for sharing a valuable tutorial. (-_-メ) Darn, could’ve used it 10 days ago before some done-did-deliverables. I liked the sample of the wooden “blockheads”; that’s what lured me here. I’m sure I’ll return.

  • […] Creating Realistic Wood Texture in Maya, using only Procedural Textures […]

  • Michael says:

    Very nice example of creating a procedural wood texture. Was looking for something like this. since when I apply textures to my objects, they look way too cg’ish. It’d be nice to see more tutorials like this but for the mia_material_x.

  • Michael says:

    Where would you apply the Solid Fractal in Step 6 on a Mia_material?
    Thanks

  • Kim K says:

    Hi, I’m having trouble getting the wood grain to look natural, it ends up quite blurry. It looks more like marble on a kitchen bench. I have gone through the tutorial twice ste-by-step but end up with the same result.

    Which setting do I tweak to change pattern of the grain. The tutorial is amazing by the way, easy to follow for a beginner like me :)

    • oasim says:

      Hey Kim, I’m really glad that you are finding the Tutorial helpful. Well about the grain you really gotta make sure the grain color doesn’t stand out that much and as I said in the tutorial as well the best way to do that is to actually take a wood texture and eyedrop the color of the grain of the wood color that you are trying to achieve also did you make sure to have the Fit to Group BBox clicked? cause that will make a lot of difference on your result, also you can also play around with the grain size to get the exact look for what you are going for.
      Hope this is helpful.

  • Allison says:

    Great texture, thank you for putting this up. Definitely salvaged my alchemy table 😉

  • Kim says:

    Hi Oasim this is a very nice and well guided tutorial. I’ve followed every steps above until the end, except for one trouble that I really dont know how to apply these textures to my objects cause it seems that they dont let me select the objects when i open the materials attributes box and vice versa. Hitting the render button does not works as well. I’m a very beginner for Maya. Any solution ?

    • oasim says:

      Hi Kim
      So glad that you enjoyed and you found the tutorial helpful, well to add a shader to an object there are couple of ways to do it:
      1. You can select the object go into hypershade right click and hold on the shader and select “Assign material to selection”
      2. you can middle click and drag the shader over the object
      3. Right click and hold on the object and from the drop down select” Assign Existing Material” and from there you select the material that you want.

      hope this is helpful.

  • Brittbritt says:

    Great tutorial!
    I’m using this currently to set up a scene that I plan on animating. It’s amazingly helpful! Better then what I was trying before! Thanks 😀

    -Britt

  • Thank you so much for utilizing time to publish “Creating Realistic Wood Texture in Maya, using only Procedural Textures
    | Pixelophy, with Pleasure – texturing and lighting tutorials, character development, 3d animation
    and 3d web design”. Many thanks once again ,Noah

  • Dilly says:

    Just wanted to take the time out to say thank you! Really appreciate the time you have taken to produce this great tutorial. I am currently working on an assignment in Uni and this helped a lot! Again, thanks!

    Dilly

    UK

    • oasim says:

      Thank you so much for the lovely comment Dilly, really happy that you found my tutorial helpful, it really means a lot. Good luck with your assignment.
      Oasim

  • […] It is something I will fix after I put the final lights in the scene. Here is the tutorial I read, http://www.pixelophy.com/?p=105 Share this:TwitterFacebookLike this:LikeBe the first to like this. This entry was posted in […]

  • tinyurl.com says:

    Where exactly did u get the ideas to write ““Creating Realistic Wood Texture in Maya, using only Procedural Textures | Pixelophy, with Pleasure –
    texturing and lighting tutorials, character development, 3d
    animation and 3d web design” cmpgns ? I appreciate it ,Nicki

    • oasim says:

      Hey there, well the idea to write the “Creating Realistic Wood Texture in Maya, using only Procedural Textures” tutorial came after I worked on a personal piece and I had to create a wooden texture and I didn’t want to use photo textures, cause I wanted it to look real but a bit cartoony at the same time.

  • perx says:

    one of the finest tutorials I’ve seen and its really awesome i have a dumb doubt according this i got the feel of new wood or a polished wood like ply wood i would like to see an old little bit rough type of wood for that which option should i change sorry for my english but try to understand and reply please……………..

    • oasim says:

      Really glad you like the tutorial! It’s not a dumb question at all, for a rough wood, I would remove all specular or reflections from the shader and I would make the bump stronger this will give it that rough look. Hope this helps

  • Justin says:

    Hi Oasim, I just wanted to say your tutorial is amazing and it looks great rendered in mental ray. Do you know if it is possible to use maya’s procedural nodes plugged into a vray shader? It seems vray doesn’t support this workflow for procedural texturing, or I’m missing something. Thanks!

    • oasim says:

      Thank you so much, V-Ray supports procedural texturing workflow without any problems, But unfrotunatly wood 3d texture doesn’t work, and I have tried to find a work around for a while now, I think it is posible to get that same wood look using ramp with some U or V wave and some noise, but haven’t tried it yet.

    • Zvi says:

      Hi justin, did you make any adjustments when you rendered in mental ray?
      I rendered in mental ray too, but only small part of the object was covered.

  • […] Graph network for my door shader (tutorial here). […]

  • […] Wood Texture – http://www.pixelophy.com/?p=105 […]

  • paul says:

    how can I scale the wood texture?

  • […] used this tutorial to help develop my wood materials, and this one to help with the material for the chairs. All other […]

  • kesari says:

    hy its awesome

  • Steven says:

    Excellant thanks for this awesome tutorial. Shading and texturing is my downfall and learn’t so much in this. Hard to find such a tutorial. Cheers!

  • Emily Machado says:

    This tutorial is great! I was wondering if I could get clarification though on step 8. What is it in the 3dplacement texture that gives you vertical grains? I’m playing around with the parameters that are shown in step 8′s 3dplacement node, but unsure what is actually happening when I change the scale, transform, and rotate parameters. Does this make sense? :/

  • Theunclejack says:

    Hello!!
    I just want to say that this tutorial it’s amazing! I’m new of Maya and i’ve find this simple step-made tutorial really helpfull.
    I have only 1 question :

    What is the node named “Material Paste” connected to the blinn node? i cannot find it anywhere!!!

    Thx a lot again!
    TheUncleJack

    • oasim says:

      Hey TheUncleJack,
      I’m so happy to hear that you found the tutorial helpful, it really means a lot.
      Material paste is just the a pasted shader node, when you copy a shader from one scene to the other it just adds the name pasted in front of the shader name.

      Have fun with Maya you are going to love it.

      Cheers,
      Oasim

  • hey oasim , thank you , the tutorial is simple and amazing !

  • Toine from France says:

    Thank you so much for this tutorial that helped me a lot !

  • Piipegarcia says:

    thank you very much oasmin really a very good tutorial I hope and helping us follow tuts created especially in the textured part is where I feel I need to work a little more like me much hope you follow up your intake of vray tuts.
    Greetings from Colombia

  • china says:

    Thank you sooo much for the tutorial! It is very simple and I enjoy messing with this wood texture. I am very appreciated it!

  • Creedence says:

    Hi Oasim,

    This tutorial is excellent, thank you so much. I am having some trouble with the bump map section. I’m using Maya 2014. When I try to connect my duplicate wood procedural to the bump channel of the wood blinn, the connection editor pops up instead. I haven’t the faintest idea at all what to plug in where. If I try to select the color channel of the bump input, the bump outputs are all greyed out and I can’t select them. Do you have any idea what I should do?

    • oasim says:

      Hey there,
      It shouldn’t do that it should just connect it, knowing that Maya being Maya sometimes I really feel the software has a personality of it’s own, with that being said you can press on the small plus next to outcolor and choose one of the channels R G B and link to bump, I hope this helps

  • I used to be recommended this web site by means of my cousin. I’m now not sure whether this post
    is written by means of him as no one else know such certain approximately
    my trouble. You are amazing! Thank you!

  • Christian Medina says:

    hello, nice tutorial, but i want to know how to do the same shader in arnold renderer because i connected all to aiStandar material in Arnold but does not have any effect on it, thanks for sharing :) (Y)

    • oasim says:

      Thanks, really glad you like it, well I haven’t tried Arnold, but maybe when I get some free time (hopefully in this decade) I’ll def do a tutorial on that!

  • Can you help me bake the texture to my mesh for OBJ export for use in another program?

    Thanks,

    -CS

    • Hey Chris,
      Do you want to bake the texture with all the light and shader attribute? or you just want the texture that the procedural shader is creating? if you only want the texture go Into the Hypershade choose Edit>Test Texture the size of the texture will be 256 by 256, click on the box to open the options and just a higher resolution, I hope this helps!

  • Russall S. says:

    Not sure if this is still monitored, but how would I go about applying this to multiple objects in my scene. I tried just doing a mass apply with the texture but I wound up with something that looked like just one cut from the tree. all the grain perfectly flowing from one object to the next.

    • Hey Russall, the post is still monitored, can you please send me a screenshot so I can see exactly what results you are getting? Also you might try to tweak the place 3d texture to modify the size of the wooden grain and veins

      when you have a minute 😀 make sure to signup to our newsletter http://eepurl.com/bf83-D cause we have lots of tutorials coming this year!

  • Ruben To says:

    Hey OAsim Karmleh … i foudn this tut very insightful, but i would love to have the veins look bigger … im using it for a car dashboard but the wood texture looks like marble unless i render it up close … like very close … so i would like it to look like wood from far away … ive tried tweaking for an hour the attributes but i cant seem to have if fixed

    • Hey Ruben, did you try resizing the vein size under layer size? if it doesn’t work you should try scaling up the place the 3d object node and then just tweak the wood to get the look that you are going for.

  • Eric says:

    It’s not working out for me oddly, can anyone send me the finished shader? Thanks!

    • I’m working on a section on the website with all the shaders, but meanwhile can you tell me what’s not working? cause from what I have learned, finding a solution to the problem is the best way to never forget the process.

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