forked from bartvdbraak/blender
a4f3475846
* More fixes, replaced all remaining size variables with scale ones. * Remove nonzero check in OSL textures, not needed anymore, was there to prevent division by zero for the size variable.
60 lines
1.6 KiB
Plaintext
60 lines
1.6 KiB
Plaintext
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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#include "node_texture.h"
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/* Noise */
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float noise(point p, string basis, float distortion, float detail)
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{
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point r;
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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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r[0] = noise_basis(p + point(13.5), basis) * distortion;
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r[1] = noise_basis(p, basis) * distortion;
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r[2] = noise_basis(p - point(13.5), basis) * distortion;
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p += r;
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}
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fac = noise_turbulence(p, basis, detail, hard);
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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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shader node_noise_texture(
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string Basis = "Perlin",
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float Distortion = 0.0,
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float Scale = 5.0,
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float Detail = 2.0,
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point Vector = P,
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output float Fac = 0.0)
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{
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Fac = noise(Vector*Scale, Basis, Distortion, Detail);
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}
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