Seven procedural wood materials for Blender — walnut, oak, cherry, pine, ebony, varnished walnut and weathered grey — all built from one generator, so every control is a slider. It's a solid volume, not a texture wrapped round the outside: cut a face and it shows real end grain. Works in EEVEE and Cycles from the same material, with no image textures and no AI.
Start here, not with the material theory. The single most common question is "where did it go?" — the answer is the Asset Browser, and it needs one bit of setup the first time. Do section 01 and the rest is dragging.
Two ways in. The first is the proper one and takes about thirty seconds; the second is the shortcut if you just want the material in this file and don't care about a library.
Unzip SF-Wood-Free-Pack.zip somewhere you'll keep it — not your Downloads folder, since Blender is going to point at this folder from now on. Something like Documents/Blender/Assets/SF-Wood/.
Edit → Preferences → File Paths → Asset Libraries → + (the plus button), then pick the unzipped folder — the folder, not the .blend inside it. Give it a name if you like. Close Preferences; Blender remembers this forever.
Change any editor to Asset Browser (the editor-type dropdown in the corner of any area — the little grid icon), then pick your library from the dropdown at the top-left. You'll see seven bowls under Starting Frame → Wood.
Quickest way to get one: split the timeline at the bottom of the default layout and switch it to Asset Browser. You don't need a fancy workspace.
File → Append → browse into SF_Wood_FREE_v1.blend → Material → pick the wood you want. It lands in the current file and you assign it in the Material Properties tab like any other material.
Route B is per-file. Route A means every future project already has them.
From the Asset Browser, drag a wood straight onto your object in the 3D viewport. That's the whole interaction. Switch the viewport to Material Preview or Rendered (the sphere icons, top-right of the viewport) to see it.
The grain is sized in real-world units, so a 2 m object shows wider rings than a 2 cm one — which is correct, and usually what you want. If your object was modelled at the wrong scale the grain will look off; either fix the scale (Ctrl-A → Scale) or just turn the Scale slider until it reads right.
This is the difference between a material you own and an image you downloaded: every control is exposed. Select the object, go to the Shading tab, and click the SF_Wood group node. The whole panel is sliders.
Pith Offset is the fun one — it moves the centre of the log relative to your object, which changes how the rings arc across a face. Small changes read as "a different board".
Knots deflect the surrounding grain the way a real knot does, rather than being a dark spot painted on top. Turn Knot Amount to 0 for clean, furniture-grade stock.
Raise Coat Weight for a varnish or lacquer. That plus a colour change is most of how the seven presets differ from each other — so making an eighth is a two-minute job.
Every slider reads higher = more. No inverted controls, no "0.5 is neutral" surprises. If you want more of a thing, turn it up.
Same bowl, same light, same generator — only the numbers change.







The pack also carries a shared node group called SF_Imperfections — scratches, dust, smudges and micro-surface. It's in the free build deliberately: clean wood is easy, and wear is the part that actually teaches you what procedural materials can do. Open any wood in the Shading tab and you'll find it in the graph; the masks are reusable on anything, not just these woods.
Needs Blender 5.2 or newer — the file is saved by 5.2 and will not open in 4.x, including 4.2 LTS. Built and verified in 5.2.
One material, identical in EEVEE and Cycles — nothing in the graph is Cycles-only, so there's no second version to keep track of.
100% procedural — no image textures, no scans, no AI, nothing that phones home. That's also why the whole pack is under two megabytes.
Render whatever you like, commercially or not, and sell the result. The only thing off the table is repackaging the materials themselves and redistributing them as your own pack.
One email unlocks it — which also puts you on the newsletter, where new tools and packs get announced. Then it's yours, on your machine, forever.