Wooden Floor Pack

by Stefano Bianchini in Surfacing


What do you get

The package consists of a .blend file containing two procedural shaders (node groups) one called "SBAPPS Laminate Parquet" and one called "SBAPPS Checkered Parquet" plus 4+4 examples of materials obtained by appropriately configuring the parameters of these two node groups.


  


Obviously these 8 included materials are just examples of what can be obtained from the two node groups. You can use these materials as they are or you can create new ones by appropriately modifying the parameters of the node groups and potentially obtain infinite variations of the materials.


NB: all materials and shaders are compatible with Eevee and Cycles.


How to import/install it in your project

To add and use the materials and node groups of the "SBAPPS Wooden floor pack" within your project, you can use the Append function.

Open your project and from the file menu choose the Append item, then browse through the files find and open the "SBAPPS Wooden floor pack.blend” project, open the Material folder and choose any material you want.




After that you will find both the materials and the two shaders listed within the Asset Browser, ready to be used in your project.



Nodes groups parameters


SBAPPS Laminate Parquet

The pattern generated by the "SBAPPS Laminate Parquet" group node consists of a series of large elements placed side by side horizontally, which we will refer to as "outer boards". These are made up of smaller boards which we will refer to as "inner board".

 



Boards width, Boards length: the size of each outer board.


Columns offset: vertical offset to apply to even columns.


Random offset: indicates the amount of random vertical offset to apply to the outer boards.


Spacing: spacing amount between outer boards.


Spacing variations: random variation of the spacing between the different boards. If it is equal to zero all outer boards will have the same spacing, increasing the value will add more and more random variations between boards.


Spacing irregularity: if it is equal to zero the spacing between the boards (and therefore the size of these) will be perfectly straight, increasing the value the edge of the boards will be jagged.


Inner columns count: number of inner board for each outer board.


Inner boards length: length (maximum) of the inner boards. Some boards will be clearly clipped to cover the length of the outer board and taking into account the offset applied.


Inner boards offset: vertical offset to apply to even columns.


Inner boards random offset: indicates the amount of random vertical offset to apply to the inner boards.


Inner boards spacing: spacing between inner boards.


Inner spacing variations: random variation of the spacing between the inner boards. If it is equal to zero all boards will have the same spacing, increasing the value will add more and more random variations.



Inner spacing irregularity: if it is equal to zero the spacing between the inner boards (and therefore the size of these) will be perfectly straight, increasing the value the edge of the boards will be jagged.


Spacing depth: depth in the space between the boards (height of the mortar).


Inner boards curvature: curvature applied to the inner boards. Input a positive value to obtain concave boards or a negative value to obtain a convex curvature.


Curvature variationfactor that controls the random variation of curvature of each board. If it is equal to zero, all the boards will have the same curvature (indicated by the parameter above) otherwise, as this value increases, an increasingly greater random variation will be added.


Color 1/2: the two colors of wood.


Color variation: color variation between boards. If equal to zero all tables will have the same color pattern. Increase the value to get more color variation between different boards.


Wood variations: variation in wood texture. If equal to zero all boards will have a similar wood texture. Increasing this value will increase the difference in the wood texture of the different boards (scale and rotation of the grain, streaks size etc…)


Roughness: microfacet roughness of the surface.


Specular: amount of dielectric specular reflection.


Wood grain scale: wood grain scale (recommended value around 200-300).


Wood grain thickness: trivially the thickness of the wood grain.


Wood grain visibility: indicates how visible the grain of the wood should be.


Wood grain distortion: amount of distortion to apply to the wood grain.


Wood scratches scale: the scale of wood streaks (recommended value around 200-300).


Wood scratches visibility: indicates how visible the streaks should be.


Wood scratches depth: indicates the depth of the streaks.


Normal: control the normal of the surface. You can input the output produced by Bump node (which for example receives its height input from a noise texture) for additional bump effect and irregularity on the surface.





SBAPPS Checkered Parquet



Squares width, Squares height: the size of each square.


Boards per square: number of board within each square.


Spacing: spacing amount between boards.


Spacing variations: random variation of the spacing between the different boards. If it is equal to zero all boards will have the same spacing, increasing the value will add more and more random variations between boards.


Spacing irregularity: if it is equal to zero the spacing between the boards (and therefore the size of these) will be perfectly straight, increasing the value the edge of the boards will be jagged.


Spacing depth: depth in the space between the boards (height of the mortar).


Boards curvature: curvature applied to boards. Input a positive value to obtain concave boards or a negative value to obtain a convex curvature.


Curvature variation: factor that controls the random variation of curvature of each board. If it is equal to zero, all the boards will have the same curvature (indicated by the parameter above) otherwise, as this value increases, an increasingly greater random variation will be added.


Color 1/2: the two colors of wood.


Color variation: color variation between boards. If equal to zero all tables will have the same color pattern. Increase the value to get more color variation between different boards.


Wood variations: variation in wood texture. If equal to zero all boards will have a similar wood texture. Increasing this value will increase the difference in the wood texture of the different boards (scale and rotation of the grain, streaks size etc…).


Roughness: microfacet roughness of the surface.


Specular: amount of dielectric specular reflection.


Wood grain scale: wood grain scale (recommended value around 200-300).


Wood grain thickness: trivially the thickness of the wood grain.


Wood grain visibility: indicates how visible the grain of the wood should be.


Wood grain distortion: amount of distortion to apply to the wood grain.


Wood scratches scale: the scale of wood streaks (recommended value around 200-300).


Wood scratches visibility: indicates how visible the streaks should be.


Wood scratches depth: indicates the depth of the streaks.


Normal: control the normal of the surface. You can input the output produced by Bump node (which for example receives its height input from a noise texture) for additional bump effect and irregularity on the surface.



Sales 10+
Published 10 months ago
Blender Version 4.1, 4.0, 3.6, 3.5
Render Engine Used cycles, eevee
License Royalty Free
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