forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
43 lines
1.3 KiB
Plaintext
43 lines
1.3 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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/* Turbulence */
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shader node_clouds_texture(
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string Basis = "Perlin",
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int Hard = 0,
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int Depth = 2,
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float Size = 0.25,
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point Vector = P,
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output float Fac = 0.0,
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output color Color = color(0.0, 0.0, 0.0))
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{
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float size = nonzero(Size, 1e-5);
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point p = Vector/size;
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Fac = noise_turbulence(p, Basis, Depth, Hard);
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Color[0] = Fac;
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Color[1] = noise_turbulence(point(p[1], p[0], p[2]), Basis, Depth, Hard);
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Color[2] = noise_turbulence(point(p[1], p[2], p[0]), Basis, Depth, Hard);
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}
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