 So, you love wood, you were raised in it, born with it, but everyone knows to impress the ladies you are going to need the finest timber. Not a problem. Alright, let's do this. Start with the waves, scale to 0.7, distortion to 4.5, detail to 0 and detail scale to 5.6. Drag a musgrave into scale, detail to 16, dimension to 0.2 and like an ori to 2.9. Drag in a color ramp and invert the values. Now we need to tile this stuff up. So get a brick texture, change squash to 1.2, frequency to 3, scale to 6, mortar size to 0.006, mortar smooth to 0.5 and width to 1.9. Now get a mix node and set fact to 0.15, grab a texture coordinate node and drag brick color into color 2, UV into color 1 and color into vector. Nice, we got tiled knots. Time for the main grain. Get a noise texture, set scale to 9.2, detail to 7.2 and distortion to 1.4. Then drag fact into a musgrave texture, detail to 5.1, dimension to 0 and like an ori to 2.8. Then drag that into color 1 of a mix node with fact at 0.808 and drag the fact of noise into color 2. Now to control stretch, let's add a wave node, change scale to 1, grab the mix node with fact set to 0.208, click the wave texture and control T to control it. Change it from generated to UV, drag from object to color 2 on the mix node and drag mix color into the vector of noise. Now we have tiled knots and the main grain. So put them together with the mix set to multiply and fact to 1 and drag them into colors 1 and 2. Ok let's assign colors with the ramp, set a brown point at 0, black at 0.205 and light brown at 0.659. Looking good. Now let's add that compressed sheet look with the wave node. Set scale to 23.9, distortion to 7 and detail to 4.5. Control T to control it, set Z to negative 45 and Y to 5. Not bad. Grab a mix set to multiply with fact set to 0.142, grab grain color into color 1 and the sheet layer into color 2. Now let's combine this with the tiles. Get another mix set to multiply and fact set to 1, drag brick color into color 1 and drag the last mix into color 2 and drag that into base color. Ok check it out, not too bad right? The shiny areas are a little too even so we're gonna control it with the noise texture. Drag it into a color ramp, set a white point at 0 and a gray at 0.568 and drag that into roughness. Grab a bump node, drag brick color into height and normal into normal. You're done. Unless you're a beast and you want scratches. So for all you beasts out there, let's put some scratch on this bad boy. We are gonna mix two kinds of scratches. The first will be Voronis, set to F2 and Minkowski and scale set to 3.2. Shift D to duplicate and drag distance from both of those into a subtract node. And to control it, get a color ramp, set black to 0.207 and drag the ramp into the exponents of both Voronis. Alright so we don't want all the scratches to show up so let's blotch it up with the noise texture. Set scale to 5.1 and detail to 7. Control it with the color ramp, move white to 0.5 and black to 0.518. Combine the scratch and the blotches with the mix node set to multiply. Drag subtract into color 2 and drag blotches into fact. Now that we have combined them, let's control the thickness with another ramp and move white to 0.073. Alright almost there. Now let's add more sporadic scratches with the Musgrave Unhybrid Multifractal. Scale at 9.6, detail to 16, dimension to 46.9, lack of nori to 0.9 and gain to 0.5. Press control T to coordinate it and change scale to 0.3. Again we don't want the whole thing to show up so let's blotch it out with some noise. Set scale to 7.6 and detail to 7. Grab a color ramp and drag noise fact into color fact. Move black to 0.491 and white to 0.345. Now combine them with the multiply node and fact set to 1. And drag them into colors 1 and 2. Okay now to control it drag that into another ramp. Set white to 0 and black set to 0.014. And finally to combine both our scratches with another mix set to multiply and fact to 1. Drag ramp 1 into color 1 and ramp 2 into color 2. Beautiful. Now we need to make the scratches the right color. So get another ramp and drag white to 0 and put a grayish brown point at 0.336. And now grab one last multiply node with fact set to 1. Drag gain color into color 1 and the colored scratches into color 2. And drag this mix node into the previous mix node. And let's duplicate the bump node. Change strength to 0.075. Set clear coat to 1. Clear coat roughness to 0.195. Drag the black and white scratches into height and normal into clear coat normal. And you're really done. Okay I know this looks like a mess but don't let it scare you I'm gonna walk you through it. This mix node controls the tiling. Drag it to 0 if you don't want the tile effect. Distortion and detail scale control the shape of the knots. The lower the dimension the more crisp and sharp the waves become. This mix node controls the grain. The lower the sharper the higher the smoother. Distortion on the noise changes the shape of the grain and scale changes the size. This mix node controls how stretched the grains become. The farther left the more stretched out. You can change the direction of the wave by adjusting z. Mustgrave scale changes the amount of scratches and X and Y scale change how stretched they become. The Roni scratch sizes are changed with scale and where they show up is controlled with the noise scale. This mix node controls that compressed sheet look and of course the best way to change the type of wood is to move the colors around or change them completely. And that's it. Congratulations you have become the Woodmaster. If you enjoyed this video please don't forget to like, subscribe and ring that bell. Hope you have a fantastic day and I'll see you around.