Semi-procedural fishbone-wood planks!
I used multiple textures with my procedural wood texture. All textures made in Krita. The Textures used:
Height map - Only the edges of the planks are black. The rest => gray.
Alpha maps - One for all horizontal planks and one for all vertical planks (When viewed top down). I found that 1 Map for both is enough.
Color variance map - greyscale values for all planks. Edges black again. Direct neighbors have never the same value.
Then combine them all and use 2 Mapping nodes for the rotation. I used the alpha map as factor input for a color mix node with the 2 color inputs being the vector outputs of the mapping nodes. Plug the result in the wood texture node and voila, you now have the desired pattern!Â
The best thing being that you can change your texture node how you like, because the only thing making the pattern work, is the vector input that we just made! :)
When you are done simply make a color ramp with the colors you want the wood to have and add a color mix node “darken”. I highly recommend that you use “darken”, because it guarantees you that the colors from the color ramp will not get any brighter which might be important for realism. Then change the factor value to your liking.
Also don’t forget 2 important things for the material!
Use the height map and the displacement of the wood grain with 2 separate bump map nodes, so you can keep adjusting different things independently.
Always use Fresnel, when aiming for realistic results! Just combine your shader setup with a glossy shader via a shader mix node. Then use Fresnel as the factor value for the shader mix node.
I think it’s the easiest way to have the most control over this type of wood planks while being able to make changes efficiently.