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I studied geometry nodes for a few days. Actually it was very easy, here is the result:

https://drive.google.com/file/d/1X0YZoqVyWqt7sBbAFg85wSHSf1k4qmHg/view?usp=sharing

enter image description here

I am working on a project with bouclé material, but the bouclé material always looks very bad. I have tried BlenderKit and Poliigon, but it does not work, the result looks terrible.

Maybe I should use geometry nodes to create the bouclé material? I saw one that made a very nice bouclé material; perhaps someone knows how to do it? It looks like it was made with geometry nodes.

https://www.youtube.com/watch?v=pYFM1r3spVU

enter image description here

Updates:

I tried geometry nodes cloth simulation to get the surface, here is the result, but it should be more https://drive.google.com/file/d/1bLvpsX1mgfM-flVTc_1-M8rnjpcrBP6G/view?usp=sharing

enter image description here

enter image description here

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One unusual way, I have used a few times to make this material is to offset a few layers of geometry(4-5) to form a few millimeter layer of sort of a volume approximation and then use noise texture(object texture coordinates so it's 3d) remapped to more appropriate range to make a volumetric mask. It requires 2 materials: 1 for the object and another for the "volume", but if sort of works OK for carpets and furniture sometimes. It seems to be easier and more efficient than displacement since you can have "volume" material slightly transparent/translucent and it's somewhat efficient in terms of resources:

enter image description here

enter image description here

enter image description here

It's not perfect when zoomed in too much, but it could work well in some situations. It works in the viewport(EEVEE) as well, but it sometimes looks different scale than in the render(Cycles), so it needs test renders. At least it used to in 4.0, not sure about 4.1.

The nodes for the "volume material":

enter image description here

I keep color variation from the image texture and add some sheen. I am sure one could make a more elaborate shader for it to look better, but that happens to be enough for me in this case.

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  • $\begingroup$ thanks for the answer, but it is not what i really want $\endgroup$
    – Meiying Lu
    Commented Apr 9 at 18:49
  • $\begingroup$ Why so? I was hoping this might work. What is it that you want? It could probably be possible to use geometry nodes to set it up procedurally and use one material separating the "volume" layers with an attribute. $\endgroup$ Commented Apr 9 at 18:55
  • $\begingroup$ it looks nice from afar, but if zoom in, the details are not fitting $\endgroup$
    – Meiying Lu
    Commented Apr 9 at 19:17
  • $\begingroup$ Yeah, that's a good reason not to use it. Might be possible to push it a bit though. If you are doing displacement, and you have some forms that are relatively smooth and can normally be defined with less geometry it might still be efficient with more layers and it is should also be possible to change attributes of the noise per layer with geometry nodes so the clumps could be made to get smaller the closer they are to the outer surface, but that would be a fair bit of work with geometry nodes I guess. $\endgroup$ Commented Apr 9 at 19:25
  • $\begingroup$ I think with geometry nodes or partickel system zu rebuild the surfsce maybe the right may, because the surface changes so much because of boucle material $\endgroup$
    – Meiying Lu
    Commented Apr 10 at 10:54

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