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"Bald Eagle" <cre### [at] netscape net> wrote:
> I have to tell you, this is a tough problem, to make a fully procedural wood
> texture.
>
No no...
Make a fully procedural wood texture is interesting to me. It is keep my
attention these days.
> 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 solved color-map cycling by creating main part of pigment (using function) ,
such function change its value from 0~1~0 every year. It has been done, so I
don't concern it anymore.
"The domain of user generated function" means I needs provide something flexible
for user to apply their own function. Before that time I can offer the standard
function which I developed.
> I got a very rough simulation, but it's a layered texture, to get the checking
> (cracks) and spalting.
>
How do you get such black 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.
>
> - BW
I will add knots in my output pigment pattern when I prepare enough code. But
they are just pattern, not a 3D shape.
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