[Bf-committers] two new wood types and one new wood wave type
ed at halley.cc
Mon Dec 12 02:15:17 CET 2005
Yes, someone else suggested the same workaround to achieve cylindrical
woodgrain, but that smears the Y for noise coordinates too, making the
same noise at all Y slices. You can also use a separate "warp" channel
to regain that Y coordinate, but then you could use warp for ALL of the
noisy wood choices.
If I should take out cylindrical woodgrain, I should also take out all
the noisy options, leaving "warp" for that. This would be a big plus on
this code, in my opinion, since I didn't like the single int+bool
parameter anyway. Then you have to think of existing .blend files,
I'm not dismissing your feedback, by the way, just explaining the
reasoning behind my patch.
Chris Burt wrote:
> It should be noted that the cylindrical behavior is already easy to
> create on the map input panel but toying for a moment with the buttons
> in the lower left hand corner. You can also select whichever axis you
> want in this way which is more flexible. The cone feature sounds nice
> Ed Halley wrote:
>> This provides two important new "wood" texture types, called tubes and
>> cones. Real trees are not like onions: they do not grow concentric
>> spherical rings as they grow older. This provides two ring formats
>> which may help make better woodgrains.
>> In the simpler sense, trees are more like cylinders than spheres. I
>> added a 'tubes' formula which offers this arrangement of rings. The
>> axis of the tube is the Y axis. I chose the Y axis so that it would
>> appear differently in the texture preview, since choosing the Z axis
>> would make it appear exactly like the existing spherical rings.
>> In the even more accurate case, trees grow rings in a conic formation.
>> The ring representing the winter of 1980 in a giant pine tree exists
>> at half of the outer radius near the ground, but is very small when
>> you climb halfway up. The newest growth at the top does not have this
>> ring at all. Again, this format chooses the Y axis to represent the
>> direction of growth.
>> There is no simple math which will produce knots, as those are the
>> result of new branches rooting from the bole of the tree. But even if
>> you're not trying to model realistic woodgrain, these two new formats
>> may offer some interesting new conic patterns for artists.
>> I also expanded the set of waveforms to include a "sharp at 1, smooth
>> at 0" rectified sine wave. I call this a "cup wave." This may be of
>> interest in some situations, but honestly, I added it because it was
>> This patch does NOT redesign the selection of geometries into a more
>> appropriate pair of parameters, shape and noise. There should not be
>> a choice for "noisy rings" and "noisy cones" and so on, but instead a
>> toggle button which represents noise and a simple list of shapes. I
>> still think this redesign should be done sometime, as the switch case
>> for all these types is kind of annoying to maintain and add new cases.
>> Please, by all means, any comments or criticisms, let me know.
>> [ e d @ h a l l e y . c c ]
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