Cycles / OSL Fixes:

* OSL textures were never updated after the refactor in november 2011.
 
* Remove stucci texture and renamed blend to gradient.
This commit is contained in:
Thomas Dinges 2012-06-02 17:10:59 +00:00
parent 0dc84e64e7
commit d61e6e15e4
3 changed files with 5 additions and 55 deletions

@ -5,7 +5,6 @@ set(SRC_OSL
node_add_closure.osl
node_attribute.osl
node_background.osl
node_blend_texture.osl
node_bump.osl
node_camera.osl
node_clouds_texture.osl
@ -20,6 +19,7 @@ set(SRC_OSL
node_environment_texture.osl
node_fresnel.osl
node_gamma.osl
node_gradient_texture.osl
node_brightness.osl
node_geometry.osl
node_glass_bsdf.osl
@ -43,7 +43,6 @@ set(SRC_OSL
node_output_volume.osl
node_sepcomb_rgb.osl
node_sky_texture.osl
node_stucci_texture.osl
node_texture_coordinate.osl
node_translucent_bsdf.osl
node_transparent_bsdf.osl

@ -19,9 +19,9 @@
#include "stdosl.h"
#include "node_texture.h"
/* Blend */
/* Gradient */
float blend(point p, string progression, string axis)
float gradient(point p, string progression, string axis)
{
float x, y;
@ -67,12 +67,12 @@ float blend(point p, string progression, string axis)
return result;
}
shader node_blend_texture(
shader node_gradient_texture(
string Progression = "Linear",
string Axis = "Horizontal",
point Vector = P,
output float Fac = 0.0)
{
Fac = blend(Vector, Progression, Axis);
Fac = gradient(Vector, Progression, Axis);
}

@ -1,49 +0,0 @@
/*
* 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"
/* Stucci */
shader node_stucci_texture(
string Type = "Plastic",
string Basis = "Perlin",
int Hard = 0,
float Turbulence = 1.0,
float Size = 0.25,
point Vector = P,
output float Fac = 0.0)
{
float size = nonzero(Size, 1e-5);
point p = Vector/size;
float b2 = noise_basis_hard(p, Basis, Hard);
float ofs = Turbulence/200.0;
if(Type != "Plastic")
ofs *= b2*b2;
Fac = noise_basis_hard(point(p[0], p[1], p[2]+ofs), Basis, Hard);
if(Type == "Wall Out")
Fac = 1.0 - Fac;
Fac = max(Fac, 0.0);
}