Wood material

Adding Embedded Details

We want this dark part of the wood texture to have grain too so Right-Click on the black node and change its type to a "Sine" turbulence combiner. Set its first attribute color to RGB=164,138,89 and the second attribute color to RGB=153,115,72. Not a big difference between the two color but anough to mark a fibre grain feeling to the texture. Now set the Sine node Scale to X = 1000, Y and Z = 5 and Amplitude = 200.

We just converted a color attribute node into another combiner. It is possible to continue adding embedded details in this way by keeping on converting color attributes into yet other combiners. Those embedded combiners attributes will show through and get mixed according to the output values of the combiners above them.

Convert the White attribute node into another "Spherical" combiner. Again, set the first attribute to white and the second attribute to black.

This may not be what you expected.

Another important notion about material combiners is that any scaling or translation or amplitude or even turbulence you might have applied to the parent combiners will not affect the underlying combiners. They are all completely independent. This means that whenever two embedded patterns need to adjust to one another, they must be scaled the same and have the same set of turbulence applied.

This is what we are going to do to the second Spherical combiner we just added. Make sure the scale and translations are the same as for the parent spherical (Translate to 30,-3,0 and Scale to 20000,15,15). Then add the same turbulence in the same order and with the same scalings and amplitudes. One last setup is to set the Ring 1 Size and Ring 2 Size to 0.5cm each and Blur = 100.

We just need to add the color and fibre details to the inner rings of our wood material. So because we want the fibre texture to match those of the dark ring, we are going to define them in exaclty the same way. I.e. with "Sine" combiners and with the same Sine scaling and amplitude. So convert the two new black and white Attribute nodes to "Sine" turbulence combiners and immediately set their scaling and amplitude values to the same as the first Sine combiner we already set down the tree.

Now set the first attribute of the first Sine to RGB=197,182,148 and the second one to RGB=206,165,151. Then the first attribute of the second Sine to RGB=189,160,130 and the second one to RGB=190,141,129.

Now we have a nice wood plank.