Kitchen materials from this point require more complex procedural solutions. Wood is one such example. The advanced shader setup will require us to break things down into smaller chunks and think through how a material actually looks. For the complex shaders remaining in this chapter, it is highly recommended that you examine the final results in ch06_nodes.blend as you work, found in the wood and wood_boards materials. When in doubt, the exact replication of another user's shaders is a great start to understanding their node logic.
A close examination of wood can break its patterns down into separate problems:
- The swirling grain usually splits into two sections, one darker than the other.
- Within those two sections, the wood grain often ...