If you’re just joining, be sure to check out the other parts of this post or this won’t make sense: Part 1 Part 2 We left off in the last post with the Maple shader looking pretty good, but it’s not quite there. As I have been known to do, I went to the local…
Month: September 2017
Procedural Wood: From Oak To Maple, Part 2
Last time we edited the scale of the wood. You might’ve noticed that in the Oak shader, the Y-coordinate was the same as X- and Z-, and now it’s 1. That’s something I realized was a mistake before, because we didn’t really want to scale the shader along the Y-axis. By making it 1, we’ll…