forked from bartvdbraak/blender
OSL:
* Noise Texture is rendering now.
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@ -21,11 +21,10 @@
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/* Noise */
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/* Noise */
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float noise(point p, string basis, float distortion, float detail)
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float noise(point p, string basis, float distortion, float detail, float fac, color Color)
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{
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{
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point r;
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point r;
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int hard = 0;
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int hard = 0;
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float fac = 0.0;
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if(distortion != 0.0) {
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if(distortion != 0.0) {
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r[0] = noise_basis(p + point(13.5), basis) * distortion;
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r[0] = noise_basis(p + point(13.5), basis) * distortion;
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@ -37,23 +36,21 @@ float noise(point p, string basis, float distortion, float detail)
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fac = noise_turbulence(p, basis, detail, hard);
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fac = noise_turbulence(p, basis, detail, hard);
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Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), basis, detail, hard),
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noise_turbulence(point(p[1], p[2], p[0]), basis, detail, hard));
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return fac;
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return fac;
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/*
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Color[0] = Fac;
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Color[1] = noise_turbulence(point(p[1], p[0], p[2]), basis, detail, hard);
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Color[2] = noise_turbulence(point(p[1], p[2], p[0]), basis, detail, hard);
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*/
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}
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}
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shader node_noise_texture(
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shader node_noise_texture(
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string Basis = "Perlin",
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float Distortion = 0.0,
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float Distortion = 0.0,
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float Scale = 5.0,
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float Scale = 5.0,
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float Detail = 2.0,
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float Detail = 2.0,
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point Vector = P,
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point Vector = P,
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output float Fac = 0.0)
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output float Fac = 0.0,
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output color Color = color(0.2, 0.2, 0.2))
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{
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{
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Fac = noise(Vector*Scale, Basis, Distortion, Detail);
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string Basis = "Perlin";
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Fac = noise(Vector*Scale, Basis, Distortion, Detail, Fac, Color);
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}
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}
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