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Procedural Wood Shaders in Cycles, Part 4: Rays

If you haven’t read parts 1, 2, and 3, you ought to read them to get context on where we are on the wood journey! Last time we changed the grain pattern to match the little holes that run through the length of the wood. This time we’re going to add another important feature of wood, called “rays.” Rays help the tree to carry sap from the center to the outside of the trunk. In the picture we looked at last time, the rays are the vertical lines: And looking at a piece of red oak, the ends of the […]

Procedural Wood Shaders In Cycles, Part 3

Ok, if you’ve followed the last two posts, we have a start on a wood shader, but it’s not there yet. Check out the first two parts if you haven’t yet: Procedural Wood Shaders in Cycles, the Beginning. Procedural Wood Shaders in Cycles, part 2 To make it better, we have to look at some real wood. For this example I’m looking at red oak. The grain in red oak is actually tiny little tubes that run down the length of the trunk. In fact, you can blow air THROUGH the grain of oak with an air compressor! This is […]

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… https://youtu.be/5LC8PYq_VS0

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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