Admin Rodney Posted February 18, 2015 Admin Share Posted February 18, 2015 Steve got me thinking about approaches to tree bark and this was the result of applying a displacement map to a 9 patch grid. For bark I note that in addition to the texture, lighting has a great deal to do with emphasizing that bark's detail and hardness. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted February 18, 2015 Hash Fellow Share Posted February 18, 2015 That's pretty good! There is probably a turbulence combiner that could get you a similar pattern. Quote Link to comment Share on other sites More sharing options...
Admin Rodney Posted February 18, 2015 Author Admin Share Posted February 18, 2015 There is probably a turbulence combiner that could get you a similar pattern. I think so. I'll have to investigate. Quote Link to comment Share on other sites More sharing options...
R Reynolds Posted February 21, 2015 Share Posted February 21, 2015 Although I had no intention of it being convincing in a close-up, my bark material is a combination of two simple materials, one for colour and the other for texture...although I also add some more texture by adding a Dented attribute to the colour. There are also some interesting bark materials in Darkling Simulations' "Wood" Repository. Of course, the big problem with procedural bark is it doesn't follow the flow of the branches. It only works along a linear axis. Quote Link to comment Share on other sites More sharing options...
*A:M User* Shelton Posted February 21, 2015 *A:M User* Share Posted February 21, 2015 Excellent look. I have used darktree material. I will upload the tree later Quote Link to comment Share on other sites More sharing options...
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