| Texture | Wood | Grain | Aging | Fractal | Advanced | Render Tree Usage
Category: Texture
Shader Family: Texture
Output: Color
Simulates wood surfaces by using a complex fractal. Realistic effects can easily be achieved by tweaking the many parameters
listed below. This shader can simulate mahogany, rosewood, pine, and more. You can also specify the age of the wood and introduce
grain into the wood.
The wood shader is made up of concentric rings of layers that you can distort with a fractal to add a natural irregularity
to the layers.
Texture
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The shader's name. Enter any name you like, or leave the default.
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Bump Mapping
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Switches bump mapping on or off.
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Uses the texture's alpha channel to achieve a bump map.
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Defines how "bumpy" the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward.
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Controls the U, V, and Z steps of a bump map. Use this parameter to "smooth" bumps or make them more jagged.
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Wood
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The shader's name. Enter any name you like, or leave the default.
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Defines the color of the filler portion of the wood. This color fades into the vein portion of the layer. Playing with this
parameter will create different types of wood.
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Defines the color of the vein in the wood.
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Defines how much of the vein color spreads into the filler color of the wood.
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Copy Alpha to RGB
When activated, multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter.
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Determines the factor by which the Alpha is multiplied with the RGB channels.
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Grain
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The shader's name. Enter any name you like, or leave the default.
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Defines the color of the wood grain.
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Defines how much contrast there is between the grain color and the wood colors (vein and filler).
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Defines the size of the grains in the wood.
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Defines the density of the grains in the wood. If the Grain Bias parameter is set to 1.0, then a value of 1.0 in Grain Density
results in the wood being completely covered with grain.
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Aging
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The shader's name. Enter any name you like, or leave the default.
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When on, the wood becomes slightly deformed and is no longer contained in a unit square, much like melted wood. For this parameter
to have an effect, the fractal amplitude cannot be 0.
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Defines the "age" of the wood and determines how many layers it takes to reach the full layer size.
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Layer
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Defines the size of the layer. It is based on a 0 to 1 scale.
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Because all layers are not created equally (as in real life; i.e., weather, etc.), this parameter affects the amount of variation
there is in the size of layers.
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Center
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Defines the U and V points of origin of the layers.
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Fractal
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The shader's name. Enter any name you like, or leave the default.
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Defines the amplitude of the successive iterations relative to the current one. For values less than 1, successive iterations
have a lower amplitude; for values greater than 1, the iterations have a higher amplitude and the fractal becomes unbounded.
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The maximum number of noise iterations used when calculating the fractal.
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Defines the base U and V amplitudes of the fractal used to calculate this texture. This parameter applies to the amplitude
of the first iteration; successive iterations may raise the amplitude further.
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Defines the frequency of the fractal in the X, Y, and Z directions. High values slow down rendering time.
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When on, the fractal procedure uses a slightly different algorithm, which causes discontinuities in the fractal itself. This
creates the impression of turbulence.
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Advanced
Alternate
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Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.
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Repeats
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Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1]
interval.
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UV Remap
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Determines the remapping of the texture image. For a 2D image, only X and Y are used.
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Render Tree Usage
Color parameters can be connected to other textures or image processing shaders. A texture's scalar parameters can be altered
to create interesting effects by applying Texture Generator shaders to them. For example, the Vein Spread parameter can be
controlled with the Fractal Texture Generator shader.
A texture shader has seemingly limitless capabilities in a render tree. It can texture an object, be used as a camera or light
projection, define bump or displacement maps, or be blended with any number of other textures to create any effect.