Knocking on procedural wood

My next track on my journey through procedural domains goes through the woods. Not so revolutionary maybe, but I haven’t seen it in flash before and that’s enough challenge for me. And it’s a good way to learn the basics of textures. Here is the first tests:

For the sphere, I use the spherical mapping from the previous post. The cube has one texture for each side. One benefit if using a 3D procedural texture is that the wrapping is accurate and it looks like a block of massive wood. I can also use the optimized 3D Perlin noise as turbulence to make the grains look more natural.

Simple tree texture designer

I have added a few parameters to change, but several features could be added like: more object types, ring-types (tri,saw, sine), base texture blending.

Try it out here

Comments (4)

  1. Sorry för sent svar, såg inte kommentaren förrän nu. Om det fortfarnade är aktuellt kan du emaila mig till einaroberg[at]gmail[dot]com

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>