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does anybody know of a way to make a similar looking texture that scales from the centre outwards without having a seam (see picture)?

Vector Setup for my Voronoi Texture

What i want to avoid if possible

anything that produces a texture of some kind of cones that originate from the centre would work in my case.

any help or Ideas would be greatly appreciated

thanks in advance

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    $\begingroup$ Related : blender.stackexchange.com/a/102262/29586 $\endgroup$ Dec 26, 2020 at 11:59
  • $\begingroup$ Hi! ... 'Some kind of cones' would pack a sphere, but wouldn't pack a cylinder. There would be gaps .. are those what you want? $\endgroup$
    – Robin Betts
    Dec 26, 2020 at 12:26
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    $\begingroup$ @RobinBetts my goal is a physicaly accurate knot for a wood texture that i am making. what i search are "dots" (or branches) that get larger, the further they are from the centre, like a real tree does. $\endgroup$
    – Mofoni
    Dec 26, 2020 at 12:46
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    $\begingroup$ Also see blender.stackexchange.com/a/119564/29586 for discussion around mapping radially without a seam. $\endgroup$ Dec 27, 2020 at 0:19
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    $\begingroup$ @RichSedman this seems like what i searched for, thank you :) $\endgroup$
    – Mofoni
    Dec 27, 2020 at 14:23

2 Answers 2

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Got it working now.

new node setup

did it like @RichSedman post instructed and changed some things, now it looks like this:

new texture

compared to the old one:

old

now i wont get my knots cut in half where the texture used to have a seam:

enter image description here

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Similar to how to set musgrave to get something periodic?, you can map your texture radially around a cylinder using a material such as the following :

material and result

Here the coordinates are constructed based on the Radial coordinate (which varies between 0.0 and 1.0 for around the circumference) and the Z coordinate (for along the cylinder length).

The radial gradient (0.0 to 1.0) is multiplied by 2*pi and the X and Y coordinates generated using Sine and Cosine functions - such that the 0.0 to 1.0 gradient represents a full rotation, so that it matches up at the seam (ie, 0 degrees matches to 360 degrees around the circumference).

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