Fixed locally. Although it does highlight we have different terminology here "Detail Scale" vs "Lacunarity".
To be honest, I don't think the patch is ready for review because it lacks any kind of documentation, either in the code or in the patch description.
Even the only given reference "Lagae,…
The initial hash is using Blender hash functions to seed the RNG. We don't seem to have an RNG implementation in the shading system for so this is why this is used.
This was implemented per impulse/splat rather than per texture pass. This was mentioned to me by @Hoshinova so I have this marked as a todo. The results are quite different.
@mod_moder the comment about the closest neighbour node was only to reference the use of EnumerableThreadSpecific
to make it thread safe and to address some comments from Hans.
This patch is…