Procedural Tree Bark Material

by Tomás Correa in Materials, Shaders, Textures


Each of the following features can be easily tweaked and customized to your liking:

  • Scale: general scale of the texture. Works the same as any other texture. Affects displacement accordingly.
  • Vertical Stretch: how much the texture is scaled vertically (UV y direction).
  • Wood 1 Color: Color of the upper layer of the bark wood.
  • Wood 2 Color: Color of the lower layer of the bark wood.
  • Wood Color Variation: Controls the mix between Wood 1 Color and Wood 2 Color.
  • Moss 1 Color: Color of the lower layer of moss, concentrated within the cracks.
  • Moss 1: Amount of lower-layer moss.
  • Moss 2 Color: Color of the upper layer of moss.
  • Moss 2: Amount of upper-layer moss.
  • Displacement: Overall strength of the displacement of the material. It may be necessary to calibrate depending on the object's size.
  • Large Bumps: Height of bumps between cracks. Affects displacement.
  • Medium Bumps: Height of bumps within the large bumps. Affects displacement.
  • Small Bumps: Height of smaller bumps, the overll texture of the wood. Doesn't affect displacement, only the bump map.
  • Cracks: Depth and span of the cracks in between large bumps.
  • Randomness: Randomness of the bumps. 0 is mostly in a grid, while 1 is completely random.
  • Seed: Random seed for the textures used. To have variability between different trees, plug the random output of an Object Info node into this input.
  • Wetness: How wet the wood is. Mainly affects roughness and clearcoat of the material.
Sales 30+
Dev Fund Contributor
Published 8 months ago
Software Version 2.8, 2.81, 2.82, 2.83, 2.9, 2.91, 2.92, 2.93, 3.0
Render Engine Used cycles, eevee
License Creative Commons
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