Simulates wood by projecting a 2D pattern. This pattern consists of concentric ring layers defined by veins and filler. When
you map the texture to a surface, the surface seems to be carved out of wood. When you map it to several surfaces, they seem to be carved
from a single block of wood.
Find this texture in the Create bar. To apply this texture as a texture map, see Map a 2D or 3D texture.
Tip
- There are four attributes that are frame constant, meaning that mapping them with textures or other nodes that produce different values
from point to point may lead to unpredictable results. These attributes are: , , , and . You can key all of these attributes to make their appearance change over time in an animation sequence.
- If you use the texture as a bump map, lower the setting to reduce the potential for texture artifacts during animation.
-
-
The color of the space between veins. The vein color diffuses into the filler color. Double-click the color bar to choose
a different color from the .
-
-
The vein color of the wood. The vein color diffuses into the filler color. Double-click the color bar to choose a different
color from the .
-
-
The amount of vein color that diffuses into the filler color. The valid range is 0 to infinity. The slider range is 0 to 3.
The default is 0.25.
-
-
The average thickness of each layer or ring. The valid range is 0 to infinity. The slider range is 0 to 0.5. The default is
0.02. (The thickness of individual layers or rings is also influenced by the and values.)
-
-
Randomizes the thickness of individual layers or rings. The range is 0 to 1. The default is 0.5.
-
-
The age of the wood (in years). This value determines the total number of layers or rings in the texture, and influences the
relative thickness of central and outer layers. The valid range is 0 to infinity. The slider range is 0 to 100. The default
is 20.
-
-
The color of the random grain in the wood.
-
-
Controls the amount of that diffuses into the surrounding wood color. The range is 0 to 1. The default value is 1.
-
-
The average distance between grain spots. The range is 0.002 to 0.1. The default value is 0.01.
-
-
The location of the center of the texture’s concentric rings in the U and V directions. The range is -1 to 2. The default
values are 0.5 and -0.5.
Tip
Do not set the values less than -3 or greater than 3.
()
The texture creates a 3D texture by projecting a 2D pattern. The control the randomization (using fractal noise) of the texture in the direction the pattern is projected. Select from the
following:
- ,
-
An average scaling factor applied to all values in the fractal noise in the texture’s X and Y directions. The valid range
is 0 to infinity. The range is 0 (no noise) to 1 (strong noise). The default value is 0.1.
Tip
The texture renders faster if the and values are both 0.
-
-
Controls the fractal noise frequency. The range is 0 (low frequency) to 1 (high frequency). The default is 0.35.
-
-
Determines the texture’s waviness in the X, Y, and Z directions. The values represent the frequency scale of the fractal used
to generate the texture. The range is 0 to 20. The default is 1.
-
-
The minimum and maximum number of iterations used to calculate the texture pattern. This parameter controls how fine grained
the texture is. The range is 0 to 25. The default values are 0 and 20.
Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License