* Noise Texture is rendering now.
This commit is contained in:
Thomas Dinges 2012-09-04 23:34:08 +00:00
parent 0206d7d02b
commit ebe29c3f84

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