OSL version wood pattern

I’ve finally managed to port wood grain and knots to the Open Shading Language. Not because of the shading effect, but because the programming language-style layout allows for much more codes than Blender Shader Node. For example, I use for-loop to generate wood knots.

Subsequent work (especially when adding color later) incorporates parts of Blender Shader Node. It will be hard and complex to adjust such a texture.

This is a demo, The distortion of the wood pattern is completely, but color and detail is temporary.

The first image is a cross-section of the tree trunk, and the second is a tangential section.

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It looks quite realistic, it’s done well.

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I spent the whole day organizing the patterns on the tree knot. The red part is the core area of ​​the knot, and the white part is all the parts that have been distorted by it, the black part represent areas that were completely unaffected.

section1:

section2:

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I spent time carefully applying the color textures to it. But I’m really a beginner in this area, and no matter how I try, I can’t make it look very realistic. I can only achieve a passable level to a certain extent.

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I adjusted the fibers to be finer. I feel not bad.

Then I tried to paint the knots. But the result was mediocre (I feel there should be more variation around the knots, but I couldn’t get it right).

I switched to a very conservative combination around the knots.

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I initially wanted to make the wood grain look more realistic after seeing a wooden toy airplane on turbosquid. So today I made a small airplane 3D model myself.

It looks pretty good so far (though not so good up close).

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