I have to tell you, this is a tough problem, to make a fully procedural wood
I think a lot of things have to be "fixed" in order to get good results - like
color-map cycling, the behaviour of the modulo operator across the origin, and
the domain of user generated functions.
I got a very rough simulation, but it's a layered texture, to get the checking
(cracks) and spalting.
To get a better wood, there would have to be knots and burls in 3D so that it
could also be used as an isosurface.
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