Procedural Branching Texture

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:

  1. the “root” regions A, and
  2. the “non-root” regions B

These regions are all of similar shape, but their size in y-direction decreases exponentially with increasing x-direction.