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Month: May 2016

Procedural Wood Shaders in Cycles: Red Oak Finale

Posted on May 30, 2016July 18, 2019 by dale

If you haven’t been following along, I recommend starting with part 1 and working through the parts. We’re going to pick up where we left off with the last post, and really take this wood up a level.  Part 1 is here: Procedural Wood Shaders in Cycles, the Beginning Before we start, disconnect the Displacement…

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A Slight Diversion: Cleanup

Posted on May 19, 2016March 11, 2019 by dale

It occurred to me that as our shader gets more complicated, we haven’t really been doing anything to make it neater. I’d like to take a few moments to clean it up a bit before we go any farther. As you make your own shaders this is a good habit, especially if you want to…

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Procedural Wood Shaders in Cycles, Part 4: Rays

Posted on May 10, 2016July 18, 2019 by dale

If you haven’t read parts 1, 2, and 3, you ought to read them to get context on where we are on the wood journey! Part 1 Part 2 Part 3 Last time we changed the grain pattern to match the little holes that run through the length of the wood. This time we’re going…

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Procedural Wood Shaders In Cycles, Part 3

Posted on May 1, 2016July 18, 2019 by dale

Ok, if you’ve followed the last two posts, we have a start on a wood shader, but it’s not there yet. Check out the first two parts if you haven’t yet: Procedural Wood Shaders in Cycles, the Beginning. Procedural Wood Shaders in Cycles, part 2 To make it better, we have to look at some…

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