Edit: As David rightfully pointed out, the RSColorLayer-Node offers all kinds of blend nodes. That's what I get for being thick-headed. So take my ramblings about blend nodes as weird entertainment rather than as justified critique.
Wood shading can pose it's own set of challenges, especially when working on larger areas such as wooden flooring. Procedural shading can come in handy to avoid tiling effects and allow for memory efficient rendering, as we're not using any bitmap textures.
In this video Mo builds a fully procedural wood shader out of layered noises while rambling on about the lack of certain Redshift functionality and how to handle that.
Thomas
2020-09-15 16:53:13 +0000 UTCJohn Coogan
2020-07-11 01:35:31 +0000 UTCEntagma
2020-07-09 19:37:05 +0000 UTCCOMPUTER GENERATED
2020-07-09 19:19:44 +0000 UTC