Procedural Shader: Mahogany Wood

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Hi Folks! I’ve been doing some experiments with procedural shaders. My main goal is to achieve pretty realistic materials and highly customizable.
My first result is this wood shader, mainly for use in furnitures. Besides of the procedural wood texture, I’ve made some customizations like some scratches in the surface and the possibility of put some dust for a more realistic result with furnitures.

Mahogany Wood

With all this details, the node setup for this shader has become quite complex . But I put all the main configurations for the shader in a node group, this way its use becomes quite simple and intuitive. You can see below some description of the shader’s features:

Mahogany Wood shader node setup




Polygonal Hair Test (WIP)

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In my last post, I challenged myself to do a convincing looking polygonal hair. I analyzed a lot of pictures of big animation studios, particularly the studio of Final Fantasy franchise. And I can tell you, that made a lot of difference.

I’m not yet, with an hair that looks incredible, but I think I’m in the way… The main problem right now, is the absence of shadows projected by the hair. For a more convincing look, I had to disable the shadows of the hair avoiding it to cast shadows in itself. But I do not figure a way out to cast the hair shadows in others objects (like the head). Maybe I can do that in the compositing? any suggestions?

This is what I got so far:

Head materials done!

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I spend the last two days studying and testing some shaders. And I learned something curious. Sometimes, the best to do is go and do some experiments on their own, instead of following a tutorial of someone else. thereby you may achieve better results, from your knowledge, and not be limited by the knowledge of another person.

I’ve followed a lot of tutorials about making realist eyes, but never the result was good enough. So, I challenged myself to do a better one, and I’m glad to have done this because I learned a lot, and I achieved a fairly realist result.

and thanks to a very helpful user from Blender Artists forum. I found a way to do the anisotropic specularity of the hair! 🙂

The next steps will be improve the hair, Then I’m done… or not! 😛