In this recipe, we will create a leather-like material, as shown in the following screenshot:
Start Blender and load the 9931OS_06_start.blend
file, where there is already an unwrapped Suzanne mesh.
Now we are going to create the material by performing the following steps:
Leather_dark
.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.1.490
.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).0.800
. Set the Glossy BSDF distribution to Beckmann, Color to pure white, and its Roughness value to 0.300
.0.100
, G to 0.080
, and B to 0.058
, as shown in the following screenshot:Mapping1
and Mapping2
). Then in the Mapping2 node, change the Rotation value of Y value to 90°
.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.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.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.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.0.100
.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
.Add
, and change Operation to Add as well. Connect the output of the Multiply2 and Multiply3 nodes to the two Value input sockets.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.0.255
position. Label it as ColorRamp1
.ColorRamp2
, and paste it between the Difference2 node and the Multiply1 node, as shown in the following screenshot: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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