procedural wood help?

Hi all, I’m trying to make procedural wood in Cycles. I feel like I was getting somewhere but then I hit a wall. Here’s what I’ve got so far:


What I’d LIKE to do is be able to “warp” the perfect circles on the end of the piece, but they seem to stay perfectly circular no matter what I do.

Actually, what I’d really like is basically concentric cylinders of color that I can tilt slightly and warp a bit. Thoughts?

well, while I was waiting for my post to be moderated, I took another crack at it, and I think the results are WAY better, and the nodes are simpler and easier to control too:


Thanks. I think that one has a good “wood” feel to it, but the grain pattern doesn’t look very realistic to me.

I discovered a MAJOR flaw with mine, which is the use of the Geometry->Position outlet…if I move the object in space, the texture basically stays in the same spot. I.e., the texture isn’t anchored to the object, but rather anchored to the world. Back to the drawing board, I guess.

I feel a bit like I’m talking to myself…but here’s another test. I like the flexibility the color ramps give me…this is two different types of grain patterns. It also now uses the Object UV coordinates so it doesn’t have the issues the Geometry Position did:


Keep talking to yourself, this is starting to look pretty good :slight_smile:

Thanks, monsterdog! I did keep talking to myself, and here’s another result:


I was pretty happy with the latest so I posted it on BlendSwap here:


Planks still escape me…it’s annoying. I figured out the plank part but can’t figure out for the life of me where to plug it into the wood shader. Here’s the plank setup:


I was hoping the output value could simply be added or multiplied with the starting vector for the shader but it doesn’t seem to work well at all.