Currently in fractal_noise functions, each subsequent octave doubles the frequency and reduces the amplitude by half. This patch introduces Roughness input to Noise and Wave nodes. This multiplier determines how quickly the amplitudes of the subsequent octaves decrease. Value of 0.5 will be the default, generating identical noise we had before. Values above 0.5 will increase influence of each octave resulting in more "rough" noise, most interesting pattern changes happen there. Values below 0.5 will result in more "smooth" noise. Differential Revision: https://developer.blender.org/D7065
120 lines
3.1 KiB
Plaintext
120 lines
3.1 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "node_noise.h"
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#include "stdcycles.h"
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/* Wave */
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float wave(point p_input,
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string type,
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string bands_direction,
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string rings_direction,
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string profile,
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float distortion,
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float detail,
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float dscale,
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float droughness,
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float phase)
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{
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/* Prevent precision issues on unit coordinates. */
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point p = (p_input + 0.000001) * 0.999999;
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float n = 0.0;
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if (type == "bands") {
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if (bands_direction == "x") {
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n = p[0] * 20.0;
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}
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else if (bands_direction == "y") {
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n = p[1] * 20.0;
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}
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else if (bands_direction == "z") {
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n = p[2] * 20.0;
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}
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else { /* diagonal */
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n = (p[0] + p[1] + p[2]) * 10.0;
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}
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}
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else if (type == "rings") {
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point rp = p;
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if (rings_direction == "x") {
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rp *= point(0.0, 1.0, 1.0);
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}
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else if (rings_direction == "y") {
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rp *= point(1.0, 0.0, 1.0);
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}
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else if (rings_direction == "z") {
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rp *= point(1.0, 1.0, 0.0);
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}
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/* else: "spherical" */
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n = length(rp) * 20.0;
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}
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n += phase;
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if (distortion != 0.0) {
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n = n + (distortion * (fractal_noise(p * dscale, detail, droughness) * 2.0 - 1.0));
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}
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if (profile == "sine") {
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return 0.5 + 0.5 * sin(n - M_PI_2);
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}
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else if (profile == "saw") {
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n /= M_2PI;
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return n - floor(n);
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}
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else { /* profile tri */
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n /= M_2PI;
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return abs(n - floor(n + 0.5)) * 2.0;
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}
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}
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shader node_wave_texture(int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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string type = "bands",
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string bands_direction = "x",
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string rings_direction = "x",
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string profile = "sine",
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float Scale = 5.0,
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float Distortion = 0.0,
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float Detail = 2.0,
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float DetailScale = 1.0,
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float DetailRoughness = 0.5,
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float PhaseOffset = 0.0,
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point Vector = P,
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output float Fac = 0.0,
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output color Color = 0.0)
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{
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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Fac = wave(p * Scale,
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type,
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bands_direction,
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rings_direction,
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profile,
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Distortion,
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Detail,
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DetailScale,
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DetailRoughness,
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PhaseOffset);
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Color = Fac;
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}
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