Hi!
Im new to Keyshot and i need a way to render realistic wood (specialy walnut) and also a finish that looks like a lacquer or painted finish.
is there a way to combine “wood (advanced)” and a walnut texture to get the look i want but also to get the endgrain, pores etc?
Because I have tried to modify the existing material “wood (advanced)” to real looking walnut, but it never get even close to realistic walnut…
I also downloaded the wood pack from Visune, but i need some modifications to make it look realsitic, all other materials are looking great, just the wood look like not realistic.
The company Im working for, is designing and making products in wood and its not ok for the management, when we render something for a customer and the material we are making in our workshop looks not realistic in our renders and other parts like metal, plastic etc do.
I have changed from advanced to generic to get clearcoat and many more possibilities to change the material, but it still not that we want.
I need a realistic walnut with a low gloss (satin) lacquer, can someone help me please.
You could take a look at these from Arroway, they have remastered their wood collection:
wood 038v2 - Arroway Textures
And be sure you also make sure there’s realistic lighting. You are now using a studio setting while that doesn’t really give the most realistic image. If you would use an indoor HDRI it will already look more natural since there are object reflecting inside the material.
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Thank you Oscar
now Im a step closer to a better result 
I need a lot more experience about environment, light, settings…
Do you know a method to combine a texture to “wood advanced”?
So i could get also endgrain, pores etc with a texture i already have… Or do i need to work direct on the “wood advanced” material until i get the result i need?
I’m not often working with wood materials and if I do, I mostly grab a texture. It does have really nice capabilities though. Here you have a 30 min tutorial by Will Gibbons creating wood using the wood advanced together with bunch of other nodes 
It might look complicated at first but he will talk you through and also explain why he does certain thing that way (think a lot of tutorials lack that information).
Especially if you work a lot with wood I think it’s absolutely worth it since it will result in a very natural looking product in the end. Old clip but still the right way I think:
How to Render Realistic Wood Material in KeyShot 8
Edit: I don’t think it’s actually easy to combine both or if it will really add something if you do, the wood advanced is a procedural material which in general offers you a lot of flexibility you won’t have with a texture.
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Thanks Oscar
I know this video, need to watch it again and put more time to get a result.
Creating realistic looking materials always takes time, didn’t watch the entire video but I mostly start with a base I’m happy and which often looks too perfect so you add layers in roughness/bump and maybe a bit of color to make things look less plastic and more lively. And while working on a material for me it helps to have the lights also pretty much set up. Doesn’t have to be perfect but the default KS environment is like a light box with very soft shadows which doesn’t work well if you want to see a lot of details of the material. Perfect for more technical products, less for a natural look.
So I often just drop in some interior HDRI and turn the saturation to 0 so the color of the HDRI won’t impact my material colors. And don’t be afraid to try a lot of things, for me that helps in seeing the logic and learning things. Most of the time I’ve also some reference real images on another screen so I keep an eye on how things actually look instead of how I think they would look.
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Also Polyhaven just updated their wood collection as well, they are stupid cheap with over 4tb worth of assets for $3 a month.
Poly Haven
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Thanks Matt
I still have the problem, that I don’t know how to add a lacquer/coat finish 
If the satin finish is the issue I would put a color to number behind your roughness and play with the last two values. For example you put them at 0.05 and 0.2.
Depends a lot if you use generic or plastic base material but it will apply the variation of your roughness texture like it’s between those two values. You don’t want it to appear complete gloss and you don’t want it to be really rough. Gives you a lot oc playroom using this approach.
If you still thinks it miss something you can also for example mix a noise texture in the blend with your roughness.
Than you put a composite node behind the roughness, attach the roughness texture and a noise texture. You check the output of the composite node by selecting C while the node is selected and tweak values. Be careful since 2025.2 will crash if you do so not sure which version you run.
After that composite node you can again put the color to number for extra flexibility.
It’s really handy to check nodes one by one using the C key so you know what happens each step. That way the result will also make more sense.
Since 2025.2 crash the GPU driver if you press C at a composite node I currently use 2025.1 until it’s fixed. Be sure to save before playing around 
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Do you have an reference images of what you are trying to simulate? That would help a lot. I use reference images all the time.
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i would try to simulate sumething like this
It’s far from perfect but it might help you a bit in the right direction. This example uses procedural wood.
Your first example has infinite sharp corners, that’s always a big giveaway to make it feel like a render, there are no such corners in real life. Every corner needs to be a bit of roundness to reflect light, with an infinite sharp corner you won’t get any reflection. My model has already rounded corners but if you use a model which doesn’t you can select the object and for example enter 0,1cm here:
You can download my example at:
If your browser asks for a key, it’s:
ycbWZlVDl8rFsDLa43kURuiVgnnREKXQcme2kiJMk60
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