The Random Per Island attribute is a random float associated with each connected component (island) of the mesh. It is particularly useful when artists want to add variations to meshes composed of separate units. Like tree leaves created using particle systems, wood planks created using array modifiers, or abstract splines created using AN. Reviewed By: Sergey Sharybin, Jacques Lucke Differential Revision: https://developer.blender.org/D6154
72 lines
2.3 KiB
Plaintext
72 lines
2.3 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 "stdosl.h"
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shader node_geometry(normal NormalIn = N,
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string bump_offset = "center",
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output point Position = point(0.0, 0.0, 0.0),
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output normal Normal = normal(0.0, 0.0, 0.0),
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output normal Tangent = normal(0.0, 0.0, 0.0),
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output normal TrueNormal = normal(0.0, 0.0, 0.0),
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output vector Incoming = vector(0.0, 0.0, 0.0),
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output point Parametric = point(0.0, 0.0, 0.0),
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output float Backfacing = 0.0,
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output float Pointiness = 0.0,
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output float RandomPerIsland = 0.0)
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{
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Position = P;
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Normal = NormalIn;
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TrueNormal = Ng;
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Incoming = I;
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Parametric = point(u, v, 0.0);
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Backfacing = backfacing();
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if (bump_offset == "dx") {
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Position += Dx(Position);
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Parametric += Dx(Parametric);
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}
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else if (bump_offset == "dy") {
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Position += Dy(Position);
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Parametric += Dy(Parametric);
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}
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/* first try to get tangent attribute */
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point generated;
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/* try to create spherical tangent from generated coordinates */
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if (getattribute("geom:generated", generated)) {
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normal data = normal(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
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vector T = transform("object", "world", data);
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Tangent = cross(Normal, normalize(cross(T, Normal)));
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}
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else {
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/* otherwise use surface derivatives */
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Tangent = normalize(dPdu);
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}
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getattribute("geom:pointiness", Pointiness);
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if (bump_offset == "dx") {
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Pointiness += Dx(Pointiness);
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}
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else if (bump_offset == "dy") {
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Pointiness += Dy(Pointiness);
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}
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getattribute("geom:random_per_island", RandomPerIsland);
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}
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