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For this first kitchen I've picked up parts from different places and working through tutorials. I've saved the hardest part for last - stained wood cabinets.

This particular texture node is from Andrew's tutorial on floors. I've converted it to cabinets and also to use the Principled BSDF (removed some of the overlays to reduce complexity). As a floor it looks amazing... my cabinets not so much yet.

What I can't figure out is how to randomize the texture across faces (in this case cabinet doors, visible panels, etc). One aspect that cuts into the realism is the repeating pattern of wood grain across every door and panel.

I've tried some things... randomizers input into the color node, or other tips that normally work on procedural textures. Made for some interesting looks but not what I'm trying to do.

Pictured is a screenshot and node (I know the nodes are fuzzy, but I don't know how to capture an enlarged picture). Either way it's pretty much a copy of the link below to the tutorial node structure.

EDIT:

A little progress... First the model was simplified. I followed some instructions on removing internal faces, removed doubles, and selected only visible faces. After that redid the UV map and added the noise texture nodes back in.

The result is that vertical faces use a different texture mapping, but horizontal faces still appear to be consistent across the object (picture below). I don't understand why that's the case since they appear the same on the UV map. There's likely an underlying aspect to the way the texture map is done that I don't understand yet.

enter image description here

enter image description here

Tutorial Node

Random vertical textures, but horizontal still stretching across faces.

enter image description here

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  • $\begingroup$ From what I can tell, it's not possible to accomplish what I asked while all of the surfaces remain in one object. The lowest granularity of randomized filters is at the object level. The best way to accomplish the look is working the model until all of the visible surfaces can be selected and have the texture map applied. I don't know for sure if that's the correct answer, so I'll just leave this as a comment in case anyone else runs across it. $\endgroup$ – Sam Vimes Mar 18 at 20:00

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