/* * Copyright 2012, 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" /* Wave */ float wave(point p, float scale, string type, float detail, float distortion, float dscale) { float x = p[0] * scale; float y = p[1] * scale; float z = p[2] * scale; float result = 0.0; float n = 0.0; if(type == "Bands") { n = (x + y + z)*10.0; } else if(type == "Rings") { n = (sqrt(x*x + y*y + z*z)*20.0); } if(distortion != 0.0) { n = n +(distortion * noise_turbulence(p*dscale, "Perlin", detail, 0)); } result = noise_wave("Sine", n); return result; } shader node_wave_texture( string Type = "Bands", float Scale = 5.0, float Distortion = 0.0, float Detail = 2.0, float DetailScale = 1.0, point Vector = P, output float Fac = 0.0, output color Color = color (0.0, 0.0, 0.0)) { Fac = wave(Vector, Scale, Type, Detail, Distortion, DetailScale); Color = color(Fac, Fac, Fac); }