MonthSeptember 2017

Procedural Wood: From Oak To Maple Finale

If you’re just joining, be sure to check out the other parts of this post or this won’t make sense: Part 1 Part 2 We left off in the last post with the Maple shader looking pretty good, but it’s not quite there. As I have been known to do, I went to the local lumber store and checked out some real Maple boards in addition to my online research. The ring patterns on Maple are definitely different from Oak, so we should fix that. We haven’t really talked about the Noise that we added to the Rings, aside from […]

Procedural Wood: From Oak To Maple, Part 2

Last time we edited the scale of the wood. You might’ve noticed that in the Oak shader, the Y-coordinate was the same as X- and Z-, and now it’s 1.  That’s something I realized was a mistake before, because we didn’t really want to scale the shader along the Y-axis.  By making it 1, we’ll have more flexibility to adjust things.  For example, this made the tiny Ray flecks along the sides quite long. Speaking of the Rays, Maple is different than Red Oak.  Let’s adjust them to the look we want.  This is what we had for the Oak: […]

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