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Wavy texture

How should I proceed creating this kind of wavy texture in Blender?

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This node setup (be careful on second mapping node scale) Nodes

create this wave on plane. Result

You can use scale, distortion and detail on noise and musgrave nodes to get desired waves shape. Amplitude frame, multiply node factor change wave scale.

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    $\begingroup$ These days, it's perhaps less confusing to new users to use 'Separate XYZ' and 'Combine XYZ' nodes? I know it doesn't make a big difference, here... $\endgroup$ – Robin Betts Sep 25 '19 at 18:13
  • $\begingroup$ @RobinBetts yes, this setup more evident imgur.com/aw2NzZL and give the same result. And seems to be that nodes XYZ works the same as RGB. Thank you. $\endgroup$ – tdhster Sep 25 '19 at 18:24
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    $\begingroup$ It looks legit, thanks for your help. I forgot to say that I'm rendering with Blender Render though. Do you know how should I modify the node setup to make it work in Blender Render? $\endgroup$ – Memememeyou Sep 25 '19 at 20:29
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    $\begingroup$ @Memememeyou seems to be change principled shader to something match blender render engine. Just use before nodes as color input. $\endgroup$ – tdhster Sep 25 '19 at 20:40
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    $\begingroup$ RGB and XYZ vectors do behave differently, at least when coerced into scalar values. XYZ (1,0,0) is evaluated as 1/3.. RGB(1,0,0) is evaluated as something like 1/4.666.. it seems undefined. Neither value makes much sense to me. I guess the lesson for more complex trees, or groups you intend to re-use is : Never connect a vector output to a scalar input. Use 'Fac' rather than 'Color' or 'Vector' to get scalar outputs, wherever it's provided. Define your own conversion, if it isn't. $\endgroup$ – Robin Betts Sep 26 '19 at 8:14

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