Creating a leather material with procedurals

In this recipe, we will create a leather-like material, as shown in the following screenshot:

Creating a leather material with procedurals

The leather-like material assigned to Suzanne and three wallet-like, simple objects

Start Blender and load the 9931OS_06_start.blend file, where there is already an unwrapped Suzanne mesh.

How to do it...

Now we are going to create the material by performing the following steps:

  1. Click on New in the Material window under the main Properties panel or in the Node Editor toolbar. Rename the new material Leather_dark.
  2. In the Material window, switch the Diffuse BSDF node with a Mix Shader node (label it as Mix Shader2). In its first Shader slot, select a Mix Shader node again (label it as Mix Shader1), and in the second slot, load an Anisotropic BSDF shader node.
  3. Add a Fresnel node (press Shift + A and navigate to Input | Fresnel) and connect it to the Fac input sockets of both the Mix Shader nodes. Set the IOR value to 1.490.
  4. Set the Anisotropic BSDF node's color to pure white and the Roughness value to 0.100. Add a Tangent node (press Shift + A and navigate to Input | Tangent). Connect it to the Tangent input socket of the Anisotropic BSDF shader, and in its Method to use for the Tangent slot, select the UV Map item. Optionally, click on the blank slot to the right to select the name of the UV layer to be used (this is useful if the mesh has two or more UV layers).
  5. Add a Diffuse BSDF shader (press Shift + A and navigate to Shader | Diffuse BSDF) and a Glossy BSDF shader node (press Shift + A and navigate to Shader | Glossy BSDF). Connect the Diffuse BSDF node to the first Shader input socket of the Mix Shader1 node and the Glossy BSDF node to the second Shader input socket. Set the Diffuse BSDF node's Roughness value to 0.800. Set the Glossy BSDF distribution to Beckmann, Color to pure white, and its Roughness value to 0.300.
  6. Add an RGB node (press Shift + A and navigate to Input | RGB) and connect its Color output to the Color input socket of the Diffuse BSDF node. Change the Color values of R to 0.100, G to 0.080, and B to 0.058, as shown in the following screenshot:
    How to do it...

    The shader part of the material

  7. Add a Texture Coordinate node (press Shift + A and navigate to Input | Texture Coordinate) and two Mapping nodes (press Shift + A and navigate to Vector | Mapping). Connect the Object output of the Texture Coordinate node to the Vector input sockets of both the Mapping nodes (label them as Mapping1 and Mapping2). Then in the Mapping2 node, change the Rotation value of Y value to 90°.
  8. Add two Voronoi Texture nodes (press Shift + A and navigate to Texture | Voronoi Texture) and two Wave Texture nodes (press Shift + A and navigate to Texture | Wave Texture). Place them in a column next to the Mapping nodes in this order from top to bottom: Voronoi Texture1, Wave Texture1, Voronoi Texture2, and Wave Texture2.
  9. Set the Voronoi Texture1 node's Coloring to Cells and the Scale value to 60.000. Go to the Wave Texture1 node and set the Scale value to 10.000, the Distortion value to 10.000, Detail to 16.000, and Detail Scale to 0.300. Set the Scale value of the Voronoi Texture2 node to 10.000, and copy and paste the values from the Wave Texture1 node to the Wave Texture2 node.
  10. Now connect the Mapping1 node output to the Vector input sockets of the two Voronoi Texture nodes and the Wave Texture1 node. Connect the output of the Mapping2 node to the Vector input socket of the Wave Texture2 node.
  11. Add a MixRGB node (press Shift + A and navigate to Color | MixRGB). Set the Blend Type to Difference and the Fac value to 1.000. Connect the Color output of the Wave Texture1 node to the Color2 input socket of the Difference node, and the Color output of the second Voronoi Texture2 node to its Color1 input socket.
  12. Label the Difference node as Difference1. Then press Shift + D to duplicate it. Label the duplicate as Difference2 and connect the Color output of the Voronoi Texture2 node to its Color2 input socket. Connect the Color output of the Wave Texture2 node to the Color1 input socket of the Difference2 node.
  13. Press Shift + D to duplicate the Difference node again, change its Blend Type to Multiply and label it as Multiply1. Connect the output of the Difference1 node to the Color1 input socket of the Multiply1 node. Then connect the output of the Difference2 node to the Color2 input socket of the Multiply1 node.
  14. Add a Math node (press Shift + A and navigate to Converter | Math), label it as Multiply3, and connect the output of the Multiply1 node to the first Value input socket. Set the second Value input socket to 0.100.
  15. Press Shift + D to duplicate the Multiply3 node, label it as Multiply2, and connect the Color output of the Voronoi Texture1 node to the first Value input socket. Set the second Value input socket to -0.200.
  16. Press Shift + D to duplicate the Multiply2 node, label it as Add, and change Operation to Add as well. Connect the output of the Multiply2 and Multiply3 nodes to the two Value input sockets.
  17. Add two Bump nodes (press Shift + A and navigate to Vector | Bump). Label them as Bump1 and Bump2. Then connect the Bump1 to the Normal input sockets of both the Diffuse BSDF and Glossy BSDF shader nodes. Connect the Bump2 node to the Normal input of the Anisotropic BSDF shader. Set the Strength value of the Bump1 node to 0.500 and the Strength value of the Bump2 node to 0.250. Connect the output of the Add node to the Height input sockets of both the Bump nodes.
  18. Add a ColorRamp node (press Shift + A and navigate to Converter | ColorRamp). Paste it between the first Difference1 node and the Multiply1 node. Set Interpolation to B-Spline and move the white color stop to the 0.255 position. Label it as ColorRamp1.
  19. Press Shift + D to duplicate the ColorRamp1 node, label it as ColorRamp2, and paste it between the Difference2 node and the Multiply1 node, as shown in the following screenshot:
    How to do it...

    The completed network with the added bump pattern

How it works...

  • From steps 1 to 6, we built the basic shader for the leather material.
  • From steps 7 to 19, we built the bump pattern for the leather. We used two different Bump nodes with different values for the Diffuse BSDF and Glossy BSDF nodes and for the Anisotropic BSDF shader, to have slightly different light reflections on the surface.

Note

Note that we used the UV Map layer information of the mesh for the Tangent node to be connected to the Anisotropic BSDF shader, and the Object mapping node for the bump textures instead.

Actually, we could have used the UV mapping output for the texture nodes too, because the mesh had already been unwrapped. However, the scale values for all the nodes in that case would have been double and the flow of the textures on the polygons would have been different (based on the flow of the unwrapped faces in the UV window).

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