Procedural Wooden Floor
Short description to get going with the wood floor material.
The wood floor is one big node group called "WoodFloorBase". By using only that, you can get a descent floor in just a few seconds.
There are three outputs:
This is standard, so you connect the output to the "Principled Shader" in corresponding inputs. For Height, you should add a bump map as well. The total setup could look like this:
As you can see there is a lot of inputs, but don't be alarmed... they are easy to use. Included in the file, there are about ten different examples...from very easy to rather hard, so that you can get a feeling of what you can do.
A short description for each:
Name | Description | Group |
Scale Tile | This is the size of the planks. Higher number get you more planks, easy as that. | Tiles |
Base Color Tiles | This is the main color for the planks. You can use a solid input color, but a tip is to randomize the color a bit using noise or Musgrave. | Tiles |
Contrast Color Tiles | To be able to mix between different colors on different planks, you provide a mix color as well. Same tip as above apply. | Tiles |
Tile Color Mix | How hard you want the mix between contrast color and base color should be low number means low amount of difference. | Tiles |
Mortar Width | The width of the edge between the planks. | Mortar |
Mortar Noise | A small variation of width for the mortar. If you want bigger variation, just put in a noise directly to Mortar Width. | Mortar |
Mortar Wear Area | Random area size for different strength of visibility for the mortar. Means that you can erase or lower parts of the mortar so it is uneven in strength. | Mortar |
Mortar Color1 | Base Mortar Color | Mortar |
Mortar Color2 | Secondary Mix color for Mortar. | Mortar |
Grain Scale | the "Eye-pattern" on the planks. Higher scale will give you smaller pattern. | Grain |
Grain Length | How much the Grain should be extruded in the direction of the planks. | Grain |
Grain Visibility | How much of the pattern you would like to hide. low number hides most of it. | Grain |
Grain Color1 | Main Color for Grain | Grain |
Grain Color2 | Secondary Color for Grain | Grain |
Detailed Lines scale | The scale of the smaller lines that goes parallel with the planks. Low number means few lines. | Lines |
Detailed Lines Distortion | Smaller variations on the lines | Lines |
Detailed Lines Noise Amount | How hard the noise will interact with the lines. | Lines |
Detailed Lines Noise Scale | What scale to use on the noise that will bend the lines | Lines |
Detailed Lines Strength | How visible the lines will be in the wood. Both color and height will be changed by this parameter. | Lines |
Detailed Lines Color | Color of Lines. You are more than welcome to use an input that is not solid color. | Lines |
Brick Width | Since there is a "Brick texture" hiding in the node group the name is kept there :): It's the length of the planks. | Tiles |
Roughness | The overall start roughness to use on the floor | |
Raised edges strength | A small parameter that makes all the difference. This decides how much of the edges for each plank that should be worn. A low value gives no response, e medium and you start to increase worn on the edges and a high value will make some of the planks totally erased when it comes to different bumps and details. Play with it a lot becuase it is one big factor for realistic look. The color on the edges will also be paler with this in play. |
That is all you need to know to get going. The rest you will find out in all the examples that are provided in the file together with the node group.
Good luck and enjoy!
Sales | 50+ |
Dev Fund Contributor | |
Published | about 3 years ago |
Blender Version | 2.83, 2.9, 2.91, 2.92, 2.93 |
Render Engine Used | Cycles, Eevee |
License | Royalty Free |
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