This may be a very general, basic noob question but when I look at the texture which is used to achieve the effect of wrinkels on the headphone pads it would NEVER come into my mind that this texture would actually result in this visual wrinkels on the pad when I just rotate the texture by 90° and adjust strength and distance in the bump node. For me one of the biggest challenges is to achieve in my shaders what I see in reality / in my references. In this tutorial you do it the other way around: you describe what happens when we use this texture and tweak some settings. Basically my question is: is it just a question of experience or are there some basic "receipts" out there for example "When you want to get some wrinkels on a round object like the headphone pads use an image like XY and then tweak the shader settings like ABC"?!
And another question: why are the wrinkles actually placed as if they go into around? They are placed circular but when I understand correctly how textures work I would expect them to be showing all into one direction. What do I misunderstand here?
hmm... I think the answer does not really fit. I did not ask for procedural shading (I think)... I asked related to the image / bump map used in this specific way as - when I look at the map - I would never get the idea that this map could be used for the purpose it is used here in this lecture.