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Procedural wood material with growth rings

Build a node-based wood material whose growth rings, latewood share, warp, pores, roughness and bump are parameters, and assign it to the active mesh. Use it for furniture, floors and props without image textures.

Recorded render of Procedural wood material with growth rings

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • graphcheck.py
  • material_wood_rings.py
  • meshcheck.py
  • preview.png
  • test_material_wood_rings.py
  • test_package.py
  • verification/native.json

How it works

Operator
baltor.material_wood_rings
Parameters
material_name, rings_per_metre, latewood_fraction, warp, warp_scale, grain_stretch, earlywood_color, latewood_color and 4 more
Result
One material with a node tree; assigned to the active mesh.
Blender
4.2 or later
Axes
Blender Z up, -Y forward
Units
metres

Recorded checks

blender 5.2.1 LTS (hash 9e2066aef7ef built 2026-08-25 02:12:34)

  • addon_install_and_enable
  • operator_runs_with_defaults
  • blender_data_matches_core
  • addon_disable_unregisters
  • script_mode_runs
  • clean_reopen_addon_file
  • clean_reopen_script_file
  • gltf_separate_export
  • engine_output_clean

Limits to consider

Rings are cylinders around the object's local Z axis, so the grain follows the object's Z; rotate the object or edit the Grain Space mapping for other directions. Colours are a stylized approximation, not measured wood data. Pores come from stretched noise, not cell structure. Object coordinates make the pattern scale with the object. Rendered here with Cycles CPU only; EEVEE output is expected to match but was not rendered. Verified in Blender 5.2.1; written for the 4.2 API.