Better Wood: How to rebuild Blender Internal SAW Wood Texture in Cycles ???

Hi folks,

I am trying to build a fast and easy to adjust procedural wood texture for my students.
I looked into many advanced shaders but the math nodes there are just beyond the scope.
Most artists I would argue dont even understand whats going on there - besides the creators.

For me it seems that the Wave texture in Cycles lacks a very important feature: Saw.
This one is often really needed and cannot be build by a simple Color Ramp node like you can see below:


So somebody has an idea how to simply create something like the Saw with a minimum steps in a Cycles material?

I also found this old Blender internal tutorial which is interesting because it seems to do something similar with the Color Ramp building a Ring texture with the Saw effect:




But it is rather too complex and when switching it to Cycles the random noise will not work any more.

However the first building block for a Saw texture works well when translated into Cycles, while still quite complex:


Here are my test files if somebody wants to modify them:
Basic Cycles Procedural wood:
https://drive.google.com/file/d/0Byzv_NlyKp_2cTFzbHpmdUtGSFk/view?usp=sharing
Sin pattern with math nodes:
https://drive.google.com/open?id=0Byzv_NlyKp_2bzFfUE5jTDVvSnM&authuser=0

Complex math shader - does not work well in Cycles:
https://drive.google.com/open?id=0Byzv_NlyKp_2U29pd3dHYURrT3M&authuser=0

did you try to add some noise to the vector input to modulate it may be!

can you added pic for the bl saw wood example you have in mind

there are so many things missing in cycles !

happy bl

Here’s an idea I had, it’s not quite there yet but has potential.

Blend on dropbox


Hi

One way to get a saw tooth effect is to use the math modulo function on {for example} the texture coordinate.
The modulo {followed by a divide} creates a value that ranges from 0 to 1 and then back to 0
The saw tooth!

e.g.


The mapping node to distorts the frequency in each dimension, stretching the Z for the texture along the object
The object XYZ coordinates are added to some noise to add waviness and make the borders irregular
The dot product node is to convert the XYZ coordinate into a value to apply the function

Hope this helps

Martin

I made a new wood mat with the CG gen mat nodes set up and modified it to make some wood texture

this allows to change

worn edges
grunge
distortion
blur



have fun with wood in cycles

happy cl

I am curious why they did not implement the saw function into the wood texture in the first place.
it seems so fundamental.

Martin,

I gave your idea a test drive and noticed that one crucial function from the wave node I am unable to rebuild.
The wave node has an ability to well basically dot the surface and then stretch it faking pores.

Any idea how this could be done? I studied the node set-up but don’t claim that I get it.
Ideally the black and white values in the ramp I would like to give a texture or distort.


Thanks for pointing to this wood tutorial. After some slight modifications cycles version of it looks quite good imho. It was a matter of changing 3 texture nodes and some slight scaling issues. Added little randomness to the material so that it is different on each copied object. What is missing are knots however this would probably double complexity of the nodes.
Michel aka Varkenvarken has this covered using OSL but this is slow to render.
To the last question how to introduce pores along stretched ring texture - what if you XYZ separate coordinates and add noise to stretched
X and Z components, then combine XYZ. Use same noise to modulate colors after the Ramps using additional Color mix nodes? Just an idea, need to check on that.


Edit: http://www.pasteall.org/pic/81813

This is one of the best procedural wood tutorials I have seen:

Hi,

I think that eppo is on the right track.
All I needed to do was add another noise texture that has a much higher scale.
This noise texture is added to distort the X and Z coordinate of the texture in much the same way as the distortion on the wave texture


The selected nodes are the ones I added.

Hope this helps

Martin

PS If you would like a complete explanation of the texture in as much detail as I can imagine then please let me know

thanks for pointing out the URL - I recently saw his work but did not find him on youtube.
his material is seriously pretty fantastic

I found this also interesting - adding a noise function into the scale and detail scale input for the wave node.
The far right now looks much better than the middle one which is a basic wave node approach.


Here is a screenshot of Bartek Skorupa’s procedural wood material.
Pretty interesting approach.
Here is the blend file: https://drive.google.com/file/d/0Byzv_NlyKp_2SURqekNWaGJ4czA/view?usp=sharing


his work is really amazing - while way to complex put I want to share this

randomized texture position + one material only = making unique wood floor planks

here is the blend file: https://drive.google.com/file/d/0Byzv_NlyKp_2SC1GZ0FaWE9VeUE/view?usp=sharing


looks nice can you upload a sample file for this one
anyway to overlay like some knots over that ?

thanks
happy cl

Bartek’s wood nodes file was posted somewhere on the Forum if i recall it right… His use of RGB curve to tone down contrast differences was really a find.
All presentation was a joy to watch actually.
#12 has a bit too much going on the vertical sides imho. Depends on a wood sort, but outer layers usually have less contrast for the ones i know here.

I added the file links in each respective post

I tried to google and find it but no luck. I am not sure if you mean something different because at the cgcockie site they have this as a paid tutorial

I’m pretty sure i saw file for grabs a while after the BCON - less than month or so. I’m certainly not thinking paid subscriptions. I’m almost sure this was here on forum …

I trust you - I just was personally not able to find anything through the search function here and in Google. Maybe he uses a different user name here?