Wood
 
 
 

| Render Tree Usage

Category: Texture Generators

Shader Family: Texture

Output: Color

Simulates wood surfaces using a complex fractal. Based on a coordinate input, it can simulate mahogany, rosewood, pine, and more. You can even specify the age of the wood and introduce grain. 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.

Name

The shader's name. Enter any name you like, or leave the default.

Coordinates

Defines the U, V, and Z texture coordinates.

Colors

Filler Color

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.

Vein Color

Defines the color of the vein in the wood.

Vein Spread

Defines how much of the vein color spreads into the filler color of the wood.

Grain

Grain Color

Defines the color of the wood grain

Grain Bias

Defines how much contrast there is between the grain color and the wood colors (vein and filler).

Grain Size

Defines the size of the grains in the wood.

Grain Density

Defines the density of the grain in the wood. If the Grain Bias parameter is set to 1, then a value of 1 in Grain Density results in the wood being completely covered with grain.

Aging

Layer Size

Defines the size of the layer. It is based on a 0-1 scale.

Layer Randomness

Because all layers are not equal (as in real life; i.e., weather, etc.), this parameter affects the amount of variation there is in the size of layers.

Age

Defines the "age" of the wood, and it determines how many layers it takes to reach the full layer size.

Wobbly Structure

Slightly deforms the wood 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.

Center U, V

Defines the U and V points of origin of the layers.

Fractal

Ratio

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.

Frequencies

Defines the frequency of the fractal in the X, Y, and Z directions.

High values take longer to render.

Complexity

The maximum number of noise iterations used when calculating the fractal.

Amplitude U/V

Defines the base amplitude of the fractal used to calculate this texture. This parameter only applies to the amplitude of the first iteration; successive iterations may further increase the amplitude.

Absolute

Makes the procedure use a slightly different algorithm, which introduces discontinuities into the fractal, creating the impression of turbulence.

Render Tree Usage

Use this shader to drive a parameter with a texture effect anywhere in a render tree. This shader generates a texture that can be used as a color, a Weight value in a mixer shader, or to drive any surface shader parameter.

Connect a Texture Space Controller shader to drive the Coordinate value of this shader.