New Tree Branch Material - Texture B
The center swatch of the texture B preview was all white.
Each texture component can drive up to three channels, Color,
Alpha and Bump. Use the first one or two components to create
the Color and Bump information for your bark material (I
started with a rock texture and tweaked it).
In one of the remaining components, create an alpha channel
that is solid white. I used a noise of 'nothing' with all
parameters zeroed. The 'nothing' noise is one dimensional.
I believe I read in Susan Kitchens' book that a noise of
nothing with a high frequency in more than one dimension will
actually slow the rendering even though the effects are the
same, so that is why I've simplified the 'nothing' here as
much as possible.
The nothing noise fills the alpha channel alright, but with
a medium grey. And that will make the bark part of the
branch translucent, which is not desired. The resulting
alpha channel must be solid white. There may be other filters
which will achieve this result, but I used the Quantize filter.
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