shader: "pine"

"pine"

ShaderColour

"pine"( "scale" LtFloat 0.03
"trunk centre" LtPoint (0.0, 0.0, 0.0)
"trunk direction" LtVector (1.0, 0.0, 0.0)
"wood colour" LtColour (0.92, 0.79, 0.58)
"ring colour" LtColour (0.82, 0.55, 0.30)
"ring width" LtFloat 0.4
"ring fuzz in" LtFloat 0.4
"ring fuzz out" LtFloat 0.1
"gnarl" LtFloat 0.2
"grain" LtFloat 0.2
"ring fuzz grain" LtFloat 0.1
"grain colour" LtColour (0.32, 0.15, 0.07)
"grain scale" LtFloat 0.2
)
Synopsis A version of the general "wood" advanced wood colour shader with pre-defined values appropriate to a pine-like appearance..
Locationlishclas
Description This shader is simply a copy of the general-purpose "wood" shader where all the argument values have been pre-chosen to produce the appearance of pine.

The arguments may of course be fine-tuned to suit particular jobs---for a full description of all the arguments please refer to the description of the "wood" shader itself.

The following parameters however merit description here as you may have to choose sensible values even if you are happy with the pine-like appearance:

  • The orientation of the tree from which the wood is taken is specified by a point which lies on the axis in argument "trunk centre" and a direction vector pointing along the axis of the tree in argument "trunk direction".

  • An overall scaling factor is supplied in argument "scale", which determines the radius difference of two adjacent rings. 0.01 means that there are 100 rings per unit length along the trunk radius. Choose a value appropriate to the units in which your geometry is modelled. The default value is appropriate for modelling in metres.

Previous page alphabetically (photorealistic)
Next page alphabetically (plainbackground)
Index


Copyright © 1990-2004, 2005 LightWork Design Limited. All rights reserved