MonthApril 2016

Shaders In The Wild

An artist named Stephen Hamacek just contacted me to show me a project he did where he used some of my procedural wood shaders. It uses Bullet Physics for the realistic ball movement, and just looks really amazing overall! This certainly puts anything I did in university to shame…

Procedural Wood Shaders in Cycles, part 2

This post is the second in a series about procedural wood for Blender Cycles. I’m starting right where I left off last time, so if you haven’t read the last post, please do: Procedural Wood Shaders in Cycles, the Beginning. At the end of the last post, we finally reached a point that sort of kind of almost looked like wood. I promised we’d make it better, so I think a fun first step would be to add some color. We’re going to use a ColorRamp node to do it, though there are other possibilities. Make some space between the […]

Procedural Wood Shaders in Cycles, the Beginning

I’ve been interested in procedural wood shaders for years, ever since I first saw how some simple ideas could make pretty convincing wood. A little while ago I decided to see if I could make it work with Blender and Cycles, and I’ve gotten decent results. I’ve posted several examples on BlendSwap, and I thought it might be fun to do a couple of tutorials on how I make them. I hope you can improve on my ideas and make some awesome shaders. So with that, let’s jump in! I hope you won’t get board. Get it? I figured starting […]

Let’s do this…

Welcome to my humble space on the web. I plan to write about graphics and coding topics that I find interesting, and I hope you will also find something to enjoy about them.  Onward!

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