I would like to make a realistic cinnamon stick texture / shader as shown below.

Reference image: enter image description here

my attempt

enter image description here

and a close-up render -

enter image description here

I could come this far, but i can't figure out how to make mine bit more rough and dusty looking surface. Help please

you can download my blend file here


  • $\begingroup$ please crop your images closer to the subject (in future!) $\endgroup$
    – zeffii
    Jun 16, 2015 at 6:34
  • $\begingroup$ you're right @zeffii, i've updated the question with better images thanks $\endgroup$
    – ideorium
    Jun 16, 2015 at 6:46
  • $\begingroup$ possible duplicate of How can I add banded lines to the end of cinnamon sticks(or sheets of wood)? $\endgroup$
    – David
    Jun 16, 2015 at 13:43
  • $\begingroup$ No it is not @David in fact I was suggesting to divide my original question in two parts one for the lines at the end edges, and the other one for the main material, so it's not a duplicate. $\endgroup$
    – ideorium
    Jun 16, 2015 at 14:29
  • $\begingroup$ @ideorium I don't see anything wrong with you asking this. You tried to do it yourself and are not yet satisfied with what you achieved so you asked for help. I was going to show you how to do this using a tree bark texture that is box-mapped. Here is a setup that shows how you can do this blender.stackexchange.com/questions/31517/… The following page shows how to use bump mapping blender.stackexchange.com/questions/27964/… $\endgroup$ Jun 17, 2015 at 16:12

1 Answer 1


You had a solid foundation already with how you set up the procedural textures. You were mostly there, the main issue with your material is the cracks are a lighter color and the main surface is the darker color; that's backwards. ;)

All of that color multiplying for the material's foundation is trouble. Multiplying black and white is very predictable: lighter colors become lighter and the darker color become darker. When multiplying color gradients against color gradients, it's difficult to predict what will happen across the entire range of colors.

When the main 'crevices' node group that you made is converted to grayscale, and the tones are inverted, it looks more like the desired result.

enter image description here

Here is a tip on getting the color tones closer to the reference image. When hovering over color fields in Blender, you can press e to access the eye dropper tool. Now you should be able to click just about anywhere else to sample that color.

enter image description here

In several places, a small Noise texture node group was added and is being used to exaggerate and washout the the various procedural textures.

In one instance, the cracks are darkened and deepened where the noise is darkest. Towards the end of the material, a similar group is being used to color the surface with darker blobs that show in the reference image.

enter image description here

Separating the bump mapping(Material Output Displacement socket) into distinct operations allows you to control the cracks separately from the overall small scale bumpiness.

enter image description here

One thing that you should always add is a proper sky material, even if it's just a flat color. The .blend you posted has a sky output node with nothing connected to it. Even though Cycles is designed to use default settings in conditions like this, it's still a potential error state and it's best to avoid since the environment lighting is a big part of how Cycles colors a scene. The attached .blend uses a pure white sky(1.0, 1.0, 1.0).

Here's how things are looking now.

enter image description here

Here's the .blend. If you have the Node Wrangler Addon enabled(included with Blender) then you can ctrl-shift-click on the various nodes to isolate them and see what they look like flat shaded using the Viewport renderer.

  • 1
    $\begingroup$ amazing! thank you very much @MarcClintDion, i'm happy your showing extra things along the way too.. i'm gonna study it carefully asap, and show my result. just wanted to say a quick thank-you first :) $\endgroup$
    – ideorium
    Jun 21, 2015 at 14:11

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