| Texture | Wood | Grain | Aging | Fractal | Advanced | Render Tree Usage
Shader Type: Texture
Output: Color (RGB) value
Simulates wood surfaces by using a complex fractal. Realistic effects can easily be achieved by tweaking the many parameters listed below. This shader can simulate mahogany, rosewood, pine, and more. You can also specify the age of the wood and introduce grain into the wood.
The wood shader is made up of concentric rings of layers that you can distort with a fractal to add a natural irregularity to the layers.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Texture Space |
Defines the texture space the texture will be applied to. The projection can be defined per object or to all objects in the selection. Object Selection: When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates automatically as you select objects in the scene, as long as the property editor is not locked. Property Selection: Lets you choose a Texture Support. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit. Edit: Opens the Texture Support property page for the defined texture projection. New: Defines the new texture projection to be created. You can choose from the following: • UV: Projects the texture along the U and V. • Planar XY: Projects the texture on X and Y coordinates only. • Planar XZ: Projects the texture on X and Z coordinates only. • Planar YZ: Projects the texture on Y and Z coordinates only. • Cylindrical: Projects the texture as though it is a cylinder wrapped around an object. • Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion. • Spatial: The texture is centered on the scene’s origin. • Cubic: Applies the texture onto the object by first assigning the object’s polygons to faces of a cube, and then projecting the texture onto each face by default. The layout of a cubic projection can be completely customized using the options in the Texture Support property editor. • Camera Projection: The texture is mapped relative to the camera’s center. In this coordinate system, the camera is the center of the “world,” with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation, and translation. • Unique Uvs (Polymesh): Applies a texture to polygon objects by assigning each polygon’s UV coordinates to its own distinct piece of the texture so that no two polygons’ coordinates overlap each other. • Advanced: Opens the Create Texture Support property page from which you can explicitly define a texture projection. |
Bump Mapping
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Enable |
Switches bump mapping on or off. |
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Use Alpha |
Uses the texture’s alpha channel to achieve a bump map. |
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Factor |
Defines how “bumpy” the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward. |
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Step |
Controls the U, V, and Z steps of a bump map. Use this parameter to “smooth” bumps or make them more jagged. |
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Filler |
Defines the color of the filler portion of the wood. This color fades into the vein portion of the layer. Playing with this parameter will create different types of wood. |
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Vein |
Defines the color of the vein in the wood. |
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Vein Spread |
Defines how much of the vein color spreads into the filler color of the wood. |
Copy Alpha to RGB
When activated, multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter.
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Alpha Strength |
Determines the factor by which the Alpha is multiplied with the RGB channels. |
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Color |
Defines the color of the wood grain. |
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Bias |
Defines how much contrast there is between the grain color and the wood colors (vein and filler). |
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Size |
Defines the size of the grains in the wood. |
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Density |
Defines the density of the grains in the wood. If the Grain Bias parameter is set to 1.0, then a value of 1.0 in Grain Density results in the wood being completely covered with grain. |
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Wobbly Structure |
When on, the wood becomes slightly deformed and is no longer contained in a unit square, much like melted wood. For this parameter to have an effect, the fractal amplitude cannot be 0. |
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Age |
Defines the “age” of the wood and determines how many layers it takes to reach the full layer size. |
Layer
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Size |
Defines the size of the layer. It is based on a 0 to 1 scale. |
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Random |
Because all layers are not created equally (as in real life; i.e., weather, etc.), this parameter affects the amount of variation there is in the size of layers. |
Center
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U, V |
Defines the U and V points of origin of the layers. |
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Ratio |
Defines the amplitude of the successive iterations relative to the current one. For values less than 1, successive iterations have a lower amplitude; for values greater than 1, the iterations have a higher amplitude and the fractal becomes unbounded. |
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Complexity |
The maximum number of noise iterations used when calculating the fractal. |
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Amp U, V |
Defines the base U and V amplitudes of the fractal used to calculate this texture. This parameter applies to the amplitude of the first iteration; successive iterations may raise the amplitude further. |
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Freq |
Defines the frequency of the fractal in the X, Y, and Z directions. High values slow down rendering time. |
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Absolute |
When on, the fractal procedure uses a slightly different algorithm, which causes discontinuities in the fractal itself. This creates the impression of turbulence. |
Alternate
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U, V, Z |
Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated. |
Repeats
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Texture Repeats |
Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval. |
UV Remap
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Minimum, Maximum |
Determines the remapping of the texture image. For a 2D image, only X and Y are used. |
Color parameters can be connected to other textures or image processing shaders. A texture’s scalar parameters can be altered to create interesting effects by applying Texture Generator shaders to them. For example, the Vein Spread parameter can be controlled with the Fractal Texture Generator shader.
A texture shader has seemingly limitless capabilities in a render tree. It can texture an object, be used as a camera or light projection, define bump or displacement maps, or be blended with any number of other textures to create any effect.
Autodesk Softimage v.7.5