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Slope maps can create great wood textures. Warp posted an excelent example
some time ago.
Mick
I hope he won't mind if I republish it here
box{-3,3
texture
{ pigment
{ wood color_map
{ [0 rgb <.9,.5,.2>]
[1 rgb <.7,.4,.1>]
}
turbulence .5 file://was .3
scale <.3,1,1>
}
normal
{ average normal_map
{ [1 wood .2 slope_map
{ [0 <0,0>]
[.2 <0,0>]
[.3 <.5,1>]
[.5 <1,0>]
[.7 <.5,-1>]
[.8 <0,0>]
[1 <0,0>]
}
turbulence .1 file://was 0
scale <.3,1,1>
]
[1 gradient x 2 slope_map
{ [0 <0,2>]
[.05 <1,0>]
[.95 <1,0>]
[1 <0,-2>]
}
turbulence.025
]
}
}
finish { specular .3 reflection .1 }
}
rotate<45,15,0>
}
"ingo" <ing### [at] home nl> wrote in message
news:8F7378CEseed7@204.213.191.228...
> When making wood textures I always run into the same problem. The wood
> pattern is too regular. Turbulence seems to make it irregular but not in
> the way real wood is. There are a few problems with the current wood:
> The constant size of the year rings. On a real tree they vary in size.
> The summer part of a ring is wider than the winter part and each ring
> (summer+winter) also varies from year to year.
> A tree is not round. Depending on the circumstances it grows in, it gets
> it shape. If the wind is blowing always from one side, the tree will grow
> extra wood on the opposite side. The shape will be more triangular or has
> three or more lobes. Also a tree can be "getordeerd" (don't know the
> English word, it is as if you fix the roots at their position and rotate
> the crown of the tree a few times around z-axis).
> Is there a way to create a better pattern with an isosurface? an
> somebody point me in the right direction, I lack the math ablility to
> figure out something that works.
>
> Ingo
>
> --
> Photography: http://members.home.nl/ingoogni/
> Pov-Ray : http://members.home.nl/seed7/
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