How to simulate 3D wood texture Medullary rays

Any idea how Medullary rays could be simulated with a 3D space Orientation emerging from the center going outwards ?

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Here is an attempt at doing this, or at least it’s in the general direction:

radial_lines.blend (858.3 KB)

The best way I’ve found to do this is using OSL, but here’s the closest I can get with just nodes:
rays.blend (975.4 KB)

I use a cylindrical-mapped 2D Voronoi texture to generate the ray locations, then calculate the distance from the ray center in 3D Cartesian space so their width is constant. Scaling the whole thing along the z-axis stretches the rays from cylinders to the proper ribbons.

I spent time exploring oak in detail several years back. It’s not perfect but it gets a similar feel - check out my blog:

I’m sure it can be done better but I haven’t had a chance to get back to it. Wow, 2016, didn’t realize it was THAT long ago… :smiley:

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