This shader node creates a branching texture.
Can also be used to create radial effects:
May be useful in creating fissures, as asked here:
or the cuttlefish skin here:
proc_branch_2_v03.blend (160.2 KB)
The texture is generated by computing the distance function to this basic tree:
Two cases are differentiated:
- the “root” regions A, and
- the “non-root” regions B
These regions are all of similar shape, but their size in y-direction decreases exponentially with increasing x-direction.