I’ve been working with procedural materials for a while and I can now succinctly describe an integration between noises I believe would be super useful but cannot seem to get to work.
In the referenced file I am working on a procedural wood material as explained by Jonas Pliz, here https://www.youtube.com/watch?v=Lf7JaGaeDP4
The noises in the Color Layer node do layer on top of one another and use the set blending mode but, afaik, this blending is pixel-by-pixel. By this I mean the the underlying layering algorithm takes a pixel and the looks at that pixel in each layer and computes the blend mode (mult, add, etc.).
However this approach does not allow one layer to ‘influence’ the _structure_ of the other layers.
In real wood the irregularities typically follow and move the grain lines. Take a knot, the remnant of where a branch came out of the tree, the grain layers flow around the knot. The know doesn’t simply exist on its own.
So, it would be great if I could figure out how to cause the imperfections of the layers of noise in the example file below to follow and modify the grain lines.
There is a little bit of this in the example file in the two noises, mul, and mod, that create the grain. The leftmost noise manipulates the ‘Offset’ of the second noise and thus irregularities occur along the gain lines. However, I would like to, say, insert a single knot at some point in a grain line and do two things, push the grain lines around the knot so it looks like the branch grew and pushed the grain/wood as it grew, and to only occur once.
I hope this can be done!
Here is the link to the file.