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Welcome
to this little tutorial about wood. This is
just to get you aquainted with a few of Max'
basic procedurals. More advanced tutorials
will follow. Maybe. What you're going to need
is a copy of Max or any 3d package that supports
procedural textures (this tutorial should
be applicable to most packages). The different
maps used are Noise, Wood and Mix. Very simple.
I'll try and explain the thought behind what
I did, which might mean what some may call
"ranting". I'll try and keep it
educational. I'll refer to maps as shaders
and shaders as maps. If you feel I'm confusing
you, mail me, If I get enough mails I'll change
it :)
The
Wood Shader.
First
of all, lets look at the wood shader. It's
very very easy to distinguish it since it
pretty much sucks on it's own. The wood we're
going to make here merely touches the surface
of what you can do to distort the usual, default
look. The Wood Shader in Max works by "projecting"
concenctric rings along the objects X-axis.
The rings are then distorted using the Radial
Noise spinner, and the "Veins" you
see are distorted by using the "Axial
Noise" spinner. You can use "Grain
Thickness" to specify how large the concentric
circles will be. Below are a few pictures
of the wood with different values.
To
move the center of the projection you use
the Offset XYZ spinners in conjunction with
the Angle spinners. These come into play if
you want to change the angle the Wood uses
to project the rings. By changing the spinners
you can get projection from the Y-axis, the
Z-axis and anything in between. The tiling
values are also important. These allow you
to tile the texture just like a bitmap, but
you won't see any seams. This depends on the
shader of course, but in this case, you won't
see any seams. You will see tiling though,
so be careful. I used a value of 2.0 in Y-axis
to get more veins. Also rotated it 45 degrees
in the X-axis. Experiment to see what fits
your scene best. It will be the base for the
other wood shader we use.
Adding
Variation.
What
I did was to try and mix two different wood
shaders to get a more irregular look, trying
to get away from the default grain. This I
did by using the Mix map. The Mix map is your
best friend when doing complex (and fairly
simple) procedural shaders. Add a mix map
and put one wood shader in the "Color
#1" slot and copy that wood to the "Color
#2" slot. The problem with the wood texture
is that if you change the values too much,
the mix will look awful. A little experimentation
to see which combination was best was needed
here. I ended up offsetting the wood about
0.3 units in the X axis, and some slight changes
in the noise and grain thickness. Change the
mix value to something around 20-30. With
some luck you should have a wood pattern that
is slightly irregular. Unfortunately it still
looks like the Wood shader. A way to remedy
this is by changing the colours to black and
white. We're going to use this as a mix map
and bump map later on. If you want to, you
can keep mixing wood shaders and maybe toss
in a noise map or five to get further away
from the original look. Experiment. As for
this shader, I kept it simple.
The
two Wood Maps
 
Lets
spice things up a little by adding some noise.
Add another mix to the equation, Color #1
is the wood-mix and Color #2 will be good
old Noise. I use Noise in almost everything.
Doesn't matter if it's 99% bitmaps, there's
always room for some carefully masked noise
to add a certain randomness. This is very
dangerous since noise can be recognized a
few lightyears away. Which means you have
to tweak it (and use a few mix maps) and here's
where those lovely spinners come into play
again. The Offset, Tile and Angle spinners
help you tweak the noise so that it isn't
immediately recognizable. In this case, I
changed the tiling to X: 0,2 Y: 1,1 and Z
I lef t alone. This will give you a slightly
stretched noise. Change it to Fractal to give
it some nice detail. You can also rasie the
Levels to 5+. This adds to the detail in the
noise. If you lower it it the noise starts
to revert back to the regular shape. You could
say that it adjusts the "noisyness"
for lack of a better word/explanation. Colours
and size I left alone in this example but
feel free to experiment. Best way to learn.
The
Noise Map

Final
stage for this mix is to change the mix value.
I used something around 45. This gives your
mixed wood a slight noise, further breaking
up the pattern. If you repeat this a few more
times with more noise than wood, it should
(after a while) look more like "true"
wood and less than the Wood Shader in Max.
Drag this map down to the bump slot to make
room for the Diffuse map
The
Mixed Bump Map

Adding Colour.
And
now for the diffuse. Start by adding a Mix
map to the diffuse slot and put a Noise map
in the first slot. Once again I tweaked the
Tiling values to make it more suitable, in
this case only changing the X tiling to 0,1
and leaving the rest of the settings as is.
Change the type from Regular to Fractal (this
is something I always do) to get the detailed
noise. This time I lowered the size to something
around 6 and upped the levels to 7. Since
this is the diffuse map, black and white won't
do. I used a fairly bright beige-ish colour
in the first slot and a darker version of
that in the second slot. And that's all there
is to it in this noise map. Back up a step
and copy the noise map to the second slot
of the mix map. This map needs to be a darker
version of the previous noise. This because
we will use the Wood Mix we made earlier as
Mix Mask. I'll get back to that in a little
while. Anyway, change the colours to darker
versions, maybe a little greyish. Use your
own judgment.
3DTotal
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The
two Noise Maps
 
Back
up on step. Instead of using the spinner for
mixing, we'll use the bump map we created
earlier. Just drop an instance in the Mix
Amount slot and you're set.
The
Mixed Diffuse

The
final Material Tree

Material Settings.
This
is the last step. Depending how you want the
wood to look, you can play with specular,
glosiness and reflection. For a fairly well
used tabletop, a bump value of 5 is suitable
and a fairly tight highlight. I used a orange/brownish
colour as Diffuse Colour and a pinkish colour
as the Specular Colour. The reflection should
be of the fresnel kind. If you used the Raytrace
material as base, you can just drop a Falloff
map in the Reflection slot, change it to Fresnel
and uncheck Override Mat. IOR and play with
the IOR in the Basic Parameters rollout. If
you used the Standard Material, drop a Mask
map in the Reflection Slot and put a Raytrace
map in the Map Slot and a Falloff map in the
Mask Slot. Same settings for the Falloff as
in the Raytrace example. I won't explain how
the Fresnel reflection works since I'm not
100% sure I can and it would take far too
long for me to write a coherent explanation.
There are other sites for that. Neil Blevins'
for example: www.soulburn3d.com Lots of interesting
things to read.
That's
about it for now. If you want to make this
look more real, you're going to have to add
more layers of noise and wood to both the
bump and diffuse slot. And maybe add a map
in the glossiness slot etc etc. Use this for
what it is. A beginners guide to procedurals.
Or maybe slightly Intermediate... I dunno...
:)
The
final Material (with nice lighting)

I
hope you've learned something about materials
in this tut. If you have any questions, comments,
praise and/or job offers, feel free to mail
me or drop by #maxforums @ austnet.org
or #cgtalk @ freenode.net. I usually go by
the nick Urgaffel.
Peter Åsberg
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