SvenP Posted July 6, 2006 Share Posted July 6, 2006 Hey everyone i just started writing a finished wood shader and i am still thinking about what kind of control is needed to make the shader as universal as possible for wood. Heres what i came up with so far : - modulation of the center of the wood - modulation of the ring spacing - modulation of the rings themselves - woodgrain - possibility to add cuts in the wood - possibility to add branches so if anyone finds something that i forgot please post it (no surface properties like specularity for now because i plan to implement the brdf described in this paper Measuring and modelling the Apperance of Finished Wood after i nailed the overall wood look ) Sven Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted July 6, 2006 Share Posted July 6, 2006 Hey SvenP, That sounds like a good list to start with. As you know, the list will grow as you start to implement it. Maybe start with a translation of Larry's oakplank shader and add that paper's brdf later? One tiny comment about that paper's brdf... it's nice, but it needs a very stable and smoothly varying local coordinate system (that shader is what prompted my "UV Gradient" thread a while back). Sounds like a fun project! Quote Link to comment Share on other sites More sharing options...
SvenP Posted July 10, 2006 Author Share Posted July 10, 2006 I didnt have much time to continue working on the shader . Anyway heres what i have so far just to keep the thread alive Quote Link to comment Share on other sites More sharing options...
Jason Posted July 10, 2006 Share Posted July 10, 2006 I didnt have much time to continue working on the shader .Anyway heres what i have so far just to keep the thread alive The images in the paper look pretty damn good:) Good luck with the BRDF! Quote Link to comment Share on other sites More sharing options...
SvenP Posted July 10, 2006 Author Share Posted July 10, 2006 ok i added temporary diffuse shading because its quite hard to recognize anything from b&w pictures. i also added the unfinished wood grain code this time. if anyone has a nice object for test renders on his harddisk please feel free to help me out because i am really not the modeller kind of guy Quote Link to comment Share on other sites More sharing options...
Jason Posted July 10, 2006 Share Posted July 10, 2006 if anyone has a nice object for test renders on his harddisk please feel free to help me out because i am really not the modeller kind of guy You might want to pick a model from: the Stanford Scanning Repository. Perhaps a wooden buddha? Quote Link to comment Share on other sites More sharing options...
chop Posted July 21, 2009 Share Posted July 21, 2009 ok i added temporary diffuse shading because its quite hard to recognize anything from b&w pictures. i also added the unfinished wood grain code this time. if anyone has a nice object for test renders on his harddisk please feel free to help me out because i am really not the modeller kind of guy Hi SvenP, could you share your vop network? Quote Link to comment Share on other sites More sharing options...
beeemtee Posted July 27, 2009 Share Posted July 27, 2009 (edited) Hey, I am also working on a wood shader, and that paper is really interesting. unfortunately my attempt seems to be a bit childish comparing to the rendered images there. anyway here is where i stand. it lacks any scientific approach, it's just look and try. I found this test object in eetu's ubermaterial thread, it works well for me (look for the two metal examples, there is the scene file): Edited July 27, 2009 by beeemtee Quote Link to comment Share on other sites More sharing options...
yoann Posted August 3, 2009 Share Posted August 3, 2009 you can find the renderman shader of Finished Wood here http://www.cs.cornell.edu/~srm/publications/SG05-wood-data.tgz Quote Link to comment Share on other sites More sharing options...
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