| 1 |
{ |
| 2 |
Wood grain texture: |
| 3 |
|
| 4 |
A1 = roughness (0 < roughness < 1). |
| 5 |
} |
| 6 |
|
| 7 |
xgrain_dx = 0; { dx along x axis } |
| 8 |
xgrain_dy = A1 * Rdot * sin(wztexang); { dy along x axis } |
| 9 |
xgrain_dz = A1 * Rdot * cos(wztexang); { dz along x axis } |
| 10 |
wxtexang = PI * fnoise3(Px/10, Py, Pz); |
| 11 |
|
| 12 |
ygrain_dx = A1 * Rdot * cos(wztexang); { dx along y axis } |
| 13 |
ygrain_dy = 0; { dy along y axis } |
| 14 |
ygrain_dz = A1 * Rdot * sin(wztexang); { dz along y axis } |
| 15 |
wytexang = PI * fnoise3(Px, Py/10, Pz); |
| 16 |
|
| 17 |
zgrain_dx = A1 * Rdot * cos(wztexang); { dx along z axis } |
| 18 |
zgrain_dy = A1 * Rdot * sin(wztexang); { dy along z axis } |
| 19 |
zgrain_dz = 0; { dz along z axis } |
| 20 |
wztexang = PI * fnoise3(Px, Py, Pz/10); |