Procedural wood with growth rings and grain
In your harnessGodot shaderMIT
Solid wood from object-space 3D math: growth rings around a trunk axis with noisy distortion, sharp latewood bands, fine grain streaks along the axis and per-ring colour variation, so cut ends and long sides both read correctly.

What it takes and gives
- Shader type
- spatial
- Parameters
- early_wood (vec4 = 0.78, 0.56, 0.34, 1), late_wood (vec4 = 0.45, 0.26, 0.13, 1), ring_density (float = 18), ring_sharpness (float = 0.7), distortion (float = 0.6), grain_density (float = 140), grain_strength (float = 0.25), axis_tilt_degrees (float = 4) and 1 more
- Use it on
- A mesh whose object Z axis runs along the grain (rotate the node to change it).
- Result
- A plank with arched grain on top and a log end showing concentric growth rings.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/wood_rings/
Limits. Solid texture in object space: scaling the object scales the rings. No knots, pores or normal relief. Rings are centred on the object origin; offset the mesh to move the pith.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 72.3 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Solid (3D) texturing, Distance-from-axis growth rings with noise distortion, Axis-stretched value noise grain, Value noise with quintic interpolation and fractional Brownian motion
- Tags
- godot shader, spatial, wood, procedural, growth rings, solid texture, material
- Identity
library.supply.creative_originals.b5c141578f27577a6943b040.f78ebce7f9d22fcd- Version
f78ebce7f9d22fcdb3c00f7c392d2bb3968d7c9637e818b805f11958960ad368
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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