So I know how to make a relatively simple stylized stone material in SD:
![](https://us.v-cdn.net/5021068/uploads/editor/jv/xps5ravki88m.png)
When I apply the same knowledge to tree bark, I find myself not able to find a good noise filter that only roughen the edges of each "piece" of bark, if you know what I mean:
![](https://us.v-cdn.net/5021068/uploads/editor/3z/4dgqilux76d1.png)
![](https://us.v-cdn.net/5021068/uploads/editor/qa/95gsb3cl86gv.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/ez/y1zem9hg5sgp.png](https://us.v-cdn.net/5021068/uploads/editor/ez/y1zem9hg5sgp.png)
The key problem here is
I want a stylized bark, so high frequency noise isn't what I am after. (examples I found online look too much like "organic stone" or "voronoi bark", so I am using a
more realistic reference, but it's still too high frequency for my taste.)
Input appreciated!
Replies
Made some progress using technique I learned from daniel thiger (perhaps better to approach this problem from voronoi / flood fill, don't know yet...)