
Seamless textures can be repeated, or tiled, next to itself with out any obvious seams. You have a nice wood texture but it is not a “Seamless” texture. blend for you to reference if you would like to familiarize yourself with how the nodes work together to produce this effect. Material,and the other three define the detail and size of the grain.Īll of this runs out to a diffuse shader which is run to a mix shader, with a layer weight node in the fac input. I used four sliders on mine, the far left is the overall color of the Play with the scale and find a look that suits you.įinally, the color ramp node is what you control all your colors with, and how they look in the grain. The musgrave texture and wave texture define the outline of the grain, while the noise texture adds some variation. I used a noise, followed by musgrave, then a wave texture. Next, I used three different texture nodes. This will handle the scaling and actual direction the grain of the wood is going to follow. To begin, add a texture coordinate input node that runs to a mapping node. While procedural textures are out there on blendswap and such, it's not too terribly difficult to make a texture that might work for this kind of setting.
