| 1 |
greg |
1.1 |
{
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Wood grain texture:
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| 3 |
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| 4 |
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A1 = roughness (0 < roughness < 1).
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| 5 |
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}
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| 6 |
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| 7 |
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xgrain_dx = 0; { dx along x axis }
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| 8 |
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xgrain_dy = A1 * Rdot * sin(wztexang); { dy along x axis }
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| 9 |
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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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| 12 |
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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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| 15 |
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wytexang = PI * fnoise3(Px, Py/10, Pz);
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| 16 |
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| 17 |
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zgrain_dx = A1 * Rdot * cos(wztexang); { dx along z axis }
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| 18 |
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zgrain_dy = A1 * Rdot * sin(wztexang); { dy along z axis }
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| 19 |
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zgrain_dz = 0; { dz along z axis }
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| 20 |
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wztexang = PI * fnoise3(Px, Py, Pz/10);
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