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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 name Parents Classification MFn type Compatible function sets
wood texture3d texture/3d kWood kBase
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) Type Default Flags
xPixelAngle (xpa) float 0.002053 inputconnectablestorablehidden
The pixel angle
normalCamera (n) float3 0.0, 0.0, 1.0 outputinputconnectablehidden
The input normal
normalCameraX (nx) float 0.0 outputinputconnectablehidden
The X component of the input normal
normalCameraY (ny) float 0.0 outputinputconnectablehidden
The Y component of the input normal
normalCameraZ (nz) float 0.0 outputinputconnectablehidden
The Z component of the input normal
refPointObj (rpo) float3 0.0, 0.0, 0.0 outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointObjX (rox) float 0.0 outputinputconnectablehidden
The x component of the current reference sample position
refPointObjY (roy) float 0.0 outputinputconnectablehidden
The y component of the current reference sample position
refPointObjZ (roz) float 0.0 outputinputconnectablehidden
The z component of the current reference sample position
refPointCamera (rpc) float3 0.0, 0.0, 0.0 outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointCameraX (rcx) float 0.0 outputinputconnectablehidden
The x component of the current sample position
refPointCameraY (rcy) float 0.0 outputinputconnectablehidden
The y component of the current sample position
refPointCameraZ (rcz) float 0.0 outputinputconnectablehidden
The z component of the current sample position
fillerColor (fc) float3 0.824, 0.627, 0.471 outputinputconnectablestorable
Filler Color controls the color of the space between the veins. The vein color diffuses into the filler color.
fillerColorR (fcr) float 0.0 outputinputconnectablestorablekeyable
Filler Color red value
fillerColorG (fcg) float 0.0 outputinputconnectablestorablekeyable
Filler Color green value
fillerColorB (fcb) float 0.0 outputinputconnectablestorablekeyable
Filler Color blue value
veinColor (vc) float3 0.157, 0.078, 0.039 outputinputconnectablestorable
Vein Color controls the color of the veins (rings) in the wood. The vein color diffuses into the filler color.
veinColorR (vcr) float 0.0 outputinputconnectablestorablekeyable
Vein Color red value
veinColorG (vcg) float 0.0 outputinputconnectablestorablekeyable
Vein Color green value
veinColorB (vcb) float 0.0 outputinputconnectablestorablekeyable
Vein Color blue value
veinSpread (v) float 0.25 outputinputconnectablestorablekeyable
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) float 0.05 outputinputconnectablestorablekeyable
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) float 0.5 outputinputconnectablestorablekeyable
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) float 20.0 outputinputconnectablestorablekeyable
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) float3 0.118, 0.039, 0.0 outputinputconnectablestorable
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) float 0.0 outputinputconnectablestorablekeyable
Grain Color red value
grainColorG (gcg) float 0.0 outputinputconnectablestorablekeyable
Grain Color green value
grainColorB (gcb) float 0.0 outputinputconnectablestorablekeyable
Grain Color blue value
grainContrast (gx) float 0.5 outputinputconnectablestorablekeyable
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) float 0.01 outputinputconnectablestorablekeyable
Grain Spacing controls the average distance between spots. Increase this to push the spots farther apart.
center (c) float2 0.5, -0.5 outputinputconnectablestorable
Center controls the location of the center of the concentric rings of texture in U and V space.
centerU (cu) float 0.0 outputinputconnectablestorablekeyable
The U coordinate of the ring center
centerV (cv) float 0.0 outputinputconnectablestorablekeyable
The V coordinate of the ring center
amplitudeX (ax) float 0.0 outputinputconnectablestorablekeyable
The X amplitude for 3D noise
amplitudeY (ay) float 0.0 outputinputconnectablestorablekeyable
The Y amplitude for 3D noise
ratio (ra) float 0.35 outputinputconnectablestorablekeyable
The ratio control for the fractal noise
ripples (r) float3 1.0, 1.0, 1.0 outputinputconnectablestorable
The noise frequencies (ripples)
ripplesX (rx) float 0.0 outputinputconnectablestorablekeyable
The noise along X
ripplesY (ry) float 0.0 outputinputconnectablestorablekeyable
The noise along Y
ripplesZ (rz) float 0.0 outputinputconnectablestorablekeyable
The noise along Z
depth (d) float2 0.0, 8.0 outputinputconnectablestorable
The range for the iteration of the algorithm.
depthMin (dmn) float 0.0 outputinputconnectablestorablekeyable
The minimum value for recursion depth
depthMax (dmx) float 0.0 outputinputconnectablestorablekeyable
The maximum value for recursion depth