/* * 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); }