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.
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.
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.
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.