Here's a tutorial on how to create a basic leather material.
Reference
Here's the material we are trying to emulate in CG. Here's a black leather chair I grabbed from here.
Here's a leather pouch that I grabbed from here.
Software Agnostic Material
The basic ingredients are as follows:
Here's the shader for Blender...
To start, set the base color in the Principled BSDF to the color of
your leather.
For the spec, I set it to a bout halfway roughness to get a
reasonably blurry specular reflection.
The bump is split into 2 parts. I am mixing a bump that creates
little leather like cells, and a noisy bump that creates micro detail.
See the 3 images below, the first image plus the second image equals
the third.
So to create the cells, I use a Voronoi Texture, run it through a
Color Ramp to give me finer level clamping control, and then hook it
into a Multiply so I have control over how strong that part of the
pattern is. I then use a Noise Texture for the noisy bump, again hooked
into a Color Ramp and a Multiply to let me control it's strength. Both
noises are hooked into a Texture Coordinate node set to Object, to
project the noises in 3d space. I then add the results of the two
noises with the Math node to to Add, plug that into a Bump, reduce the
strength of the bump, and hook that into my main material.
Here's the resulting render.
Here's the blend file, Blender 4.2: leather_material_blender.zip
3dsmax (vray) Example
Here's the shader for 3dsmax for the vray renderer renderer.Now comes the bump, I chose a combination of a cellular texture and
a fractal noise, then reduced the amount from 30 to 14, so the bump is
more subtle.
Here's a cellular texture, a noise, and then combining the two with
a mix.
Here's the resulting render.
Here's the max file, 3dsmax 2022: leather_material_3dsmax_vray.zip
3dsmax (scanline) Example
Here's the shader for 3dsmax for the scanline renderer.For the color, I just added a regular brown, but you
could also use a bitmap if you wanted more variation to the color.
Next comes the highlight, Blinn with a wide base, but a medium
height.
Now comes the bump, I chose a combination of a cellular texture and
a fractal noise, then reduced the amount from 30 to 14, so the bump is
more subtle.
Here's a cellular texture, a noise, and then combining the two with
a mix.
And here's the final result...