Blender 3D: Noob to Pro/Procedural Textures

Procedural Textures

Texturing objects can be broken down into two categories: procedural and image texturing. Procedural texturing makes use of mathematical formulas to generate textures. This is nice because it can be used to make relatively nice looking textures without external images which are very temperamental where you put them. Procedural Textures are all stored in the .blend file. These textures are obviously generated within Blender itself. Image texturing uses images created or captured outside of Blender, either from an image manipulation program such as the Paint.NET, GIMP or Photoshop, or captured on a camera. We have already learned about image texturing, so let's move on to procedural texturing.

Current Procedural Textures

Blender currently supports many procedural textures, including: Clouds, Marble, Stucci, Wood, Magic, Blend, Noise, Musgrave, Voronoi and DistortedNoise.

A Simple Wood Texture

Let's define a simple wood texture:

Let's add some color and texture. You can see the results at any time by pressing F12 to re-render the scene.

Start by painting cube a base color using the Wood Material's "diffuse" color:

See http://en.wikipedia.org/wiki/HSL_and_HSV for where brown fits in the color wheel.

Next, let's add a texture to give the material some highlights.

The texture sample will show parallel alternating black and white bars that don’t look very woody at all. Never fear! The black regions will be the material's base "diffuse" color. The white regions are like "highlights" that will be painted over the base.

Let's make some improvements to the texture:

Now the texture sample should show something resembling wavy tree-rings. If you hit F12 to render now, you will see these rings covering your cube, except a) the colour is wrong, and b) normal wood patterns aren't so nearly circular.

To make the pattern more elongated:

Hit F12 to render again, and the shape of the texture should be looking a lot more woody now.

The final step is to color the highlights in the texture:

For a nicer effect, I chose a very light brown e.g. #DEB887.

The result should look very woody indeed!

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