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greg |
1.1 |
{ |
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Wood grain texture: |
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A1 = roughness (0 < roughness < 1). |
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} |
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xgrain_dx = 0; { dx along x axis } |
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xgrain_dy = A1 * Rdot * sin(wztexang); { dy along x axis } |
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xgrain_dz = A1 * Rdot * cos(wztexang); { dz along x axis } |
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wxtexang = PI * fnoise3(Px/10, Py, Pz); |
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ygrain_dx = A1 * Rdot * cos(wztexang); { dx along y axis } |
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ygrain_dy = 0; { dy along y axis } |
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ygrain_dz = A1 * Rdot * sin(wztexang); { dz along y axis } |
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wytexang = PI * fnoise3(Px, Py/10, Pz); |
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zgrain_dx = A1 * Rdot * cos(wztexang); { dx along z axis } |
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zgrain_dy = A1 * Rdot * sin(wztexang); { dy along z axis } |
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zgrain_dz = 0; { dz along z axis } |
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wztexang = PI * fnoise3(Px, Py, Pz/10); |