This material is an example of what you can stumble across just by experimenting with different settings on the nodes. The entire effect is controlled by a single wood node, plugging into the diffuse and bump nodes. It makes an excellent

Fig 1: Bump Map only

This is probably the simplest node based material I will be included.

  1. Create one Wood node, and plug it into the Diffuse_Color and Bump inputs.
  2. Alter the Light_Wood colour to match (I've used red: 147, green: 107, blue: 29)
  3. Alter the Dark_Wood colour to match (I've used red: 165, green: 165, blue 61)
  4. Change the scale of the wood to 8.7 and the turbulence to 4.
  5. Finally, change the noise type to improved. (the material still works with original noise - I just prefer it with the improved version!).

This produces the basic material shown in Figures 1 and 2. There are many many things you can do to improve this material or to fine tune it to your requirements.

Fig 2: Bump Map only

A variety of different effects can be achieved with different scale and turbulence settings (try scale 4, turbulence 1).

The colours can be altered to get different metals. Make sure that you have a dark and a light colour, or the bump map will flatten out. Figure Three shows scale 4, turbulence 1, and two shades of gray.

You can use the displacement node instead of the bump node to get a more dramatically pitted surface.

Experiment with plugging the wood node into other inputs, such as the Specular_Color or Specular_Value nodes.

Finally, try plugging in some of the specular nodes (Lighting.., Specular..) to produce different metallic sheens.

Fig 3: Bump Map only