Wood VEX node

Simulates shiny wood grain.

See also: Bump Noise, Marble, Ripples, Shading Layer Parameter 2 more , Veins, Wood Plank

This operator simulates shiny wood grain.

The Vein Frequency (vfreq) input controls the number of veins in the pattern. For veins that fade out gradually, vary the Vein Attenuation (vatten) input.

The Vein Scale (vscale) input offers a good means of controlling the ellipse ratio of the veins. Thus, tree stumps, which have rings of a fairly circular nature, should use a “vscale” value close to one. Longitudinal cross-sections, on the other hand, are very elliptical and should use a “vscale” value greater or less than one.

The Groove Depth (gdepth) input allows you to displace the surface along the vein area. A groove depth of zero will not generate any displacements at all. Alternatively, you can use the Vein Amount output in a separate displacement shader.

This operator uses the Ripples pattern as the vein generator. Other techniques include using the Veins operator with a cylindrical projection and one-sided vein softness.

If the Position (P), Normal (N) and texture coordinate (s t) inputs are not connected, the global variables by the same names will be used instead. Typically, you will use Rest Position or UV Space Change as inputs for “P”, and Shading Layer Parameter as the input for “s” and “t”. You will not touch “N” unless you want to apply additional displacement to the wood surface using an operator such as Bump Noise or Cavities. If you need to access the global variables directly, they are available from the Global Variables operator.

Usages in other examples

Example name Example for