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The Wood texture simulates wood by projecting a two-dimensional pattern. This pattern consists of layers of concentric rings defined by veins and filler. When you map the Wood texture to a surface, the surface will appear to be carved out of wood. If you map the same Wood texture to several surfaces, they will appear to be carved from a single block of wood.

Aside from the attributes listed here, Wood inherits many attributes from Texture3d.

In the table below, important attributes have their names shown in bold in the Description column.

This node is MP safe

Node nameParentsClassificationMFn typeCompatible function sets
woodtexture3dtexture/3d:drawdb/shader/texture/3d/woodkWoodkBase
kNamedObject
kDependencyNode
kTexture3d
kWood

Related nodes

layeredTexture, envCube, envSphere, envSky, envBall, envChrome, bump3d, uvChooser, bump2d, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, cloud, granite, crater, leather, stucco, brownian, solidFractal, marble, rock, snow, defaultTextureList, place2dTexture, place3dTexture

Attributes (44)

age, amplitudeX, amplitudeY, center, centerU, centerV, depth, depthMax, depthMin, fillerColor, fillerColorB, fillerColorG, fillerColorR, grainColor, grainColorB, grainColorG, grainColorR, grainContrast, grainSpacing, layerSize, normalCamera, normalCameraX, normalCameraY, normalCameraZ, randomness, ratio, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ, ripples, ripplesX, ripplesY, ripplesZ, veinColor, veinColorB, veinColorG, veinColorR, veinSpread, xPixelAngle

Long name (short name)TypeDefaultFlags
xPixelAngle (xpa) float0.002053inputconnectablestorablehidden
The pixel angle
normalCamera (n) float30.0, 0.0, 1.0outputinputconnectablehidden
The input normal
normalCameraX (nx) float0.0outputinputconnectablehidden
The X component of the input normal
normalCameraY (ny) float0.0outputinputconnectablehidden
The Y component of the input normal
normalCameraZ (nz) float0.0outputinputconnectablehidden
The Z component of the input normal
refPointObj (rpo) float30.0, 0.0, 0.0outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointObjX (rox) float0.0outputinputconnectablehidden
The x component of the current reference sample position
refPointObjY (roy) float0.0outputinputconnectablehidden
The y component of the current reference sample position
refPointObjZ (roz) float0.0outputinputconnectablehidden
The z component of the current reference sample position
refPointCamera (rpc) float30.0, 0.0, 0.0outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointCameraX (rcx) float0.0outputinputconnectablehidden
The x component of the current sample position
refPointCameraY (rcy) float0.0outputinputconnectablehidden
The y component of the current sample position
refPointCameraZ (rcz) float0.0outputinputconnectablehidden
The z component of the current sample position
fillerColor (fc) float30.824, 0.627, 0.471outputinputconnectablestorable
Filler Color controls the color of the space between the veins. The vein color diffuses into the filler color.
fillerColorR (fcr) float0.0outputinputconnectablestorablekeyable
Filler Color red value
fillerColorG (fcg) float0.0outputinputconnectablestorablekeyable
Filler Color green value
fillerColorB (fcb) float0.0outputinputconnectablestorablekeyable
Filler Color blue value
veinColor (vc) float30.157, 0.078, 0.039outputinputconnectablestorable
Vein Color controls the color of the veins (rings) in the wood. The vein color diffuses into the filler color.
veinColorR (vcr) float0.0outputinputconnectablestorablekeyable
Vein Color red value
veinColorG (vcg) float0.0outputinputconnectablestorablekeyable
Vein Color green value
veinColorB (vcb) float0.0outputinputconnectablestorablekeyable
Vein Color blue value
veinSpread (v) float0.25outputinputconnectablestorablekeyable
Vein Spread controls the amount that the vein color diffuses into the Filler Color. Increase this to make the vein color diffuse more into the filler.
layerSize (ls) float0.05outputinputconnectablestorablekeyable
Layer Size controls the average thickness of each layer or ring. (The thickness of individual layers or rings is also infludenced by the Randomness and Age attributes.)
randomness (rd) float0.5outputinputconnectablestorablekeyable
Randomness randomizes the thickness of individual layers or rings. Increase Randomness to make a greater variety of sizes. Decrease Randomness to make all the rings exactly the same width.
age (a) float20.0outputinputconnectablestorablekeyable
Age controls the age (in years, or number of rings) of the tree from which the wood came. The Age value determines the total number of layers or rings in the texture, and influences the relative thickness of the central and outer layers. The central rings of wood are thinner than the outer rings because a tree's growth is slower when it is young.
grainColor (gc) float30.118, 0.039, 0.0outputinputconnectablestorable
Grain Color controls the color of the random grain in the wood. (This shows up as spots in the texture's cross-section.)
grainColorR (gcr) float0.0outputinputconnectablestorablekeyable
Grain Color red value
grainColorG (gcg) float0.0outputinputconnectablestorablekeyable
Grain Color green value
grainColorB (gcb) float0.0outputinputconnectablestorablekeyable
Grain Color blue value
grainContrast (gx) float0.5outputinputconnectablestorablekeyable
Grain Contrast controls the amount that the Grain Color diffuses into the surrounding wood color. Increase Grain Contrast to make the grain stand out more.
grainSpacing (gs) float0.01outputinputconnectablestorablekeyable
Grain Spacing controls the average distance between spots. Increase this to push the spots farther apart.
center (c) float20.5, -0.5outputinputconnectablestorable
Center controls the location of the center of the concentric rings of texture in U and V space.
centerU (cu) float0.0outputinputconnectablestorablekeyable
The U coordinate of the ring center
centerV (cv) float0.0outputinputconnectablestorablekeyable
The V coordinate of the ring center
amplitudeX (ax) float0.0outputinputconnectablestorablekeyable
The X amplitude for 3D noise
amplitudeY (ay) float0.0outputinputconnectablestorablekeyable
The Y amplitude for 3D noise
ratio (ra) float0.35outputinputconnectablestorablekeyable
The ratio control for the fractal noise
ripples (r) float31.0, 1.0, 1.0outputinputconnectablestorable
The noise frequencies (ripples)
ripplesX (rx) float0.0outputinputconnectablestorablekeyable
The noise along X
ripplesY (ry) float0.0outputinputconnectablestorablekeyable
The noise along Y
ripplesZ (rz) float0.0outputinputconnectablestorablekeyable
The noise along Z
depth (d) float20.0, 8.0outputinputconnectablestorable
The range for the iteration of the algorithm.
depthMin (dmn) float0.0outputinputconnectablestorablekeyable
The minimum value for recursion depth
depthMax (dmx) float0.0outputinputconnectablestorablekeyable
The maximum value for recursion depth