blender/intern/cycles/kernel/osl/nodes/node_noise_texture.osl

61 lines
1.6 KiB
Plaintext
Raw Normal View History

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Noise */
float noise(point p, string basis, float distortion, float detail)
{
point r;
int hard = 0;
float fac = 0.0;
if(distortion != 0.0( {
r[0] = noise_basis(p + point(13.5), basis) * distortion;
r[1] = noise_basis(p, basis) * distortion;
r[2] = noise_basis(p - point(13.5), basis) * distortion;
p += r;
}
fac = noise_turbulence(p, basis, detail, hard);
return fac;
/*
Color[0] = Fac;
Color[1] = noise_turbulence(point(p[1], p[0], p[2]), basis, detail, hard);
Color[2] = noise_turbulence(point(p[1], p[2], p[0]), basis, detail, hard);
*/
}
shader node_distorted_noise_texture(
string Basis = "Perlin",
float Distortion = 0.0,
float Scale = 5.0,
float Detail = 2.0,
point Vector = P,
output float Fac = 0.0)
{
float scale = nonzero(Scale, 1e-5);
Fac = noise(Vector*scale, Basis, Distortion, Detail);
}