Does anybody have any references on procedural noise/textures generation?  Specifically, something that looks similar to wood grain?


I tried using a 3D texture and giving the “board” an member ID indicating “slice” as the Z but it uses way to much memory for my taste.  I really don’t know what I’m looking for, but could really use a pointer.


I remember an article in one of the GPU gems using a method of guided deterministic generation of ground clutter and am hoping there is something similar for wood and stone “grain”?



Don Gunter