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authorJimmy Hazevoet <jimhazevoet@gmail.com>2017-07-11 12:27:48 +0300
committermeta-androcto <meta.androcto1@gmail.com>2017-07-11 12:27:48 +0300
commit5de432942210e4b09d16bc9adbb612d0472183c4 (patch)
tree5c8a9f0f27b80d35b5535ba55a859b6eef7467ec /ant_landscape/ant_noise.py
parentdbb3c56b2c6816a0df3e9bc7417e21499c57c660 (diff)
ant landscape: fix noise types
Diffstat (limited to 'ant_landscape/ant_noise.py')
-rw-r--r--ant_landscape/ant_noise.py705
1 files changed, 705 insertions, 0 deletions
diff --git a/ant_landscape/ant_noise.py b/ant_landscape/ant_noise.py
new file mode 100644
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--- /dev/null
+++ b/ant_landscape/ant_noise.py
@@ -0,0 +1,705 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# Another Noise Tool - Noise and Effects
+# Jimmy Hazevoet
+
+import bpy
+from mathutils.noise import (
+ seed_set,
+ noise,
+ turbulence,
+ turbulence_vector,
+ fractal,
+ hybrid_multi_fractal,
+ multi_fractal,
+ ridged_multi_fractal,
+ hetero_terrain,
+ random_unit_vector,
+ variable_lacunarity,
+ voronoi,
+ )
+from math import (
+ floor, sqrt,
+ sin, cos, pi,
+ )
+
+# ------------------------------------------------------------
+# Height scale:
+def Height_Scale(input, iscale, offset, invert):
+ if invert != 0:
+ return (1.0 - input) * iscale + offset
+ else:
+ return input * iscale + offset
+
+
+# Functions for marble_noise and effects:
+
+def Dist(x, y):
+ return sqrt((x * x) + (y * y))
+
+
+def sin_bias(a):
+ return 0.5 + 0.5 * sin(a)
+
+
+def cos_bias(a):
+ return 0.5 + 0.5 * cos(a)
+
+
+def tri_bias(a):
+ b = 2 * pi
+ a = 1 - 2 * abs(floor((a * (1 / b)) + 0.5) - (a * (1 / b)))
+ return a
+
+
+def saw_bias(a):
+ b = 2 * pi
+ n = int(a / b)
+ a -= n * b
+ if a < 0:
+ a += b
+ return a / b
+
+
+def soft(a):
+ return a
+
+
+def sharp(a):
+ return a**0.5
+
+
+def sharper(a):
+ return sharp(sharp(a))
+
+
+def no_bias(a):
+ return a
+
+
+def shapes(x, y, z, shape=0):
+ p = pi
+ if shape is 1:
+ # ring
+ x = x * p
+ y = y * p
+ s = cos(x**2 + y**2) / (x**2 + y**2 + 0.5)
+ elif shape is 2:
+ # swirl
+ x = x * p
+ y = y * p
+ s = ((x * sin(x * x + y * y) + y * cos(x * x + y * y)) / (x**2 + y**2 + 0.5))
+ elif shape is 3:
+ # bumps
+ x = x * p
+ y = y * p
+ z = z * p
+ s = 1 - ((cos(x * p) + cos(y * p) + cos(z * p)) - 0.5)
+ elif shape is 4:
+ # wave
+ x = x * p * 2
+ y = y * p * 2
+ s = sin(x + sin(y))
+ elif shape is 5:
+ # z grad.
+ s = (z * p)
+ elif shape is 6:
+ # y grad.
+ s = (y * p)
+ elif shape is 7:
+ # x grad.
+ s = (x * p)
+ else:
+ # marble default
+ s = ((x + y + z) * 5)
+ return s
+
+
+# marble_noise
+def marble_noise(x, y, z, origin, size, shape, bias, sharpnes, turb, depth, hard, basis, amp, freq):
+
+ s = shapes(x, y, z, shape)
+ x += origin[0]
+ y += origin[1]
+ z += origin[2]
+ value = s + turb * turbulence_vector((x, y, z), depth, hard, basis)[1]
+
+ if bias is 1:
+ value = cos_bias(value)
+ elif bias is 2:
+ value = tri_bias(value)
+ elif bias is 3:
+ value = saw_bias(value)
+ else:
+ value = sin_bias(value)
+
+ if sharpnes is 1:
+ value = 1.0 - sharp(value)
+ elif sharpnes is 2:
+ value = 1.0 - sharper(value)
+ elif sharpnes is 3:
+ value = soft(value)
+ elif sharpnes is 4:
+ value = sharp(value)
+ elif sharpnes is 5:
+ value = sharper(value)
+ else:
+ value = 1.0 - soft(value)
+
+ return value
+
+
+# vl_noise_turbulence:
+def vlnTurbMode(coords, distort, basis, vlbasis, hardnoise):
+ # hard noise
+ if hardnoise:
+ return (abs(-variable_lacunarity(coords, distort, basis, vlbasis)))
+ # soft noise
+ else:
+ return variable_lacunarity(coords, distort, basis, vlbasis)
+
+
+def vl_noise_turbulence(coords, distort, depth, basis, vlbasis, hardnoise, amp, freq):
+ x, y, z = coords
+ value = vlnTurbMode(coords, distort, basis, vlbasis, hardnoise)
+ i=0
+ for i in range(depth):
+ i+=1
+ value += vlnTurbMode((x * (freq * i), y * (freq * i), z * (freq * i)), distort, basis, vlbasis, hardnoise) * (amp * 0.5 / i)
+ return value
+
+
+## duo_multiFractal:
+def double_multiFractal(coords, H, lacunarity, octaves, offset, gain, basis, vlbasis):
+ x, y, z = coords
+ n1 = multi_fractal((x * 1.5 + 1, y * 1.5 + 1, z * 1.5 + 1), 1.0, 1.0, 1.0, basis) * (offset * 0.5)
+ n2 = multi_fractal((x - 1, y - 1, z - 1), H, lacunarity, octaves, vlbasis) * (gain * 0.5)
+ return (n1 * n1 + n2 * n2) * 0.5
+
+
+## distorted_heteroTerrain:
+def distorted_heteroTerrain(coords, H, lacunarity, octaves, offset, distort, basis, vlbasis):
+ x, y, z = coords
+ h1 = (hetero_terrain((x, y, z), 1.0, 2.0, 1.0, 1.0, basis) * 0.5)
+ d = h1 * distort
+ h2 = (hetero_terrain((x + d, y + d, z + d), H, lacunarity, octaves, offset, vlbasis) * 0.25)
+ return (h1 * h1 + h2 * h2) * 0.5
+
+
+## SlickRock:
+def slick_rock(coords, H, lacunarity, octaves, offset, gain, distort, basis, vlbasis):
+ x, y, z = coords
+ n = multi_fractal((x,y,z), 1.0, 2.0, 2.0, basis) * distort * 0.25
+ r = ridged_multi_fractal((x + n, y + n, z + n), H, lacunarity, octaves, offset + 0.1, gain * 2, vlbasis)
+ return (n + (n * r)) * 0.5
+
+
+## vlhTerrain
+def vl_hTerrain(coords, H, lacunarity, octaves, offset, basis, vlbasis, distort):
+ x, y, z = coords
+ ht = hetero_terrain((x, y, z), H, lacunarity, octaves, offset, basis ) * 0.25
+ vl = ht * variable_lacunarity((x, y, z), distort, basis, vlbasis) * 0.5 + 0.5
+ return vl * ht
+
+
+# another turbulence
+def ant_turbulence(coords, depth, hardnoise, nbasis, amp, freq, distortion):
+ x, y, z = coords
+ t = turbulence_vector((x/2, y/2, z/2), depth, 0, nbasis, amp, freq) * 0.5 * distortion
+ return turbulence((t[0], t[1], t[2]), 2, hardnoise, 3) * 0.5 + 0.5
+
+
+# rocks noise
+def rocks_noise(coords, depth, hardnoise, nbasis, distortion):
+ x,y,z = coords
+ p = turbulence((x, y, z), 4, 0, 0) * 0.125 * distortion
+ xx, yy, zz = x, y, z
+ a = turbulence((xx + p, yy + p, zz), 2, 0, 7)
+ pa = a * 0.1875 * distortion
+ b = turbulence((x, y, z + pa), depth, hardnoise, nbasis)
+ return ((a + 0.5 * (b - a)) * 0.5 + 0.5)
+
+
+# shattered_hterrain:
+def shattered_hterrain(coords, H, lacunarity, octaves, offset, distort, basis):
+ x, y, z = coords
+ d = (turbulence_vector(coords, 6, 0, 0)[0] * 0.5 + 0.5) * distort * 0.5
+ t1 = (turbulence_vector((x + d, y + d, z + d), 0, 0, 7)[0] + 0.5)
+ t2 = (hetero_terrain((x * 2, y * 2, z * 2), H, lacunarity, octaves, offset, basis) * 0.5)
+ return ((t1 * t2) + t2 * 0.5) * 0.5
+
+
+# strata_hterrain
+def strata_hterrain(coords, H, lacunarity, octaves, offset, distort, basis):
+ x, y, z = coords
+ value = hetero_terrain((x, y, z), H, lacunarity, octaves, offset, basis) * 0.5
+ steps = (sin(value * (distort * 5) * pi) * (0.1 / (distort * 5) * pi))
+ return (value * (1.0 - 0.5) + steps * 0.5)
+
+
+# Planet Noise by: Farsthary
+# https://farsthary.com/2010/11/24/new-planet-procedural-texture/
+def planet_noise(coords, oct=6, hard=0, noisebasis=1, nabla=0.001):
+ x, y, z = coords
+ d = 0.001
+ offset = nabla * 1000
+ x = turbulence((x, y, z), oct, hard, noisebasis)
+ y = turbulence((x + offset, y, z), oct, hard, noisebasis)
+ z = turbulence((x, y + offset, z), oct, hard, noisebasis)
+ xdy = x - turbulence((x, y + d, z), oct, hard, noisebasis)
+ xdz = x - turbulence((x, y, z + d), oct, hard, noisebasis)
+ ydx = y - turbulence((x + d, y, z), oct, hard, noisebasis)
+ ydz = y - turbulence((x, y, z + d), oct, hard, noisebasis)
+ zdx = z - turbulence((x + d, y, z), oct, hard, noisebasis)
+ zdy = z - turbulence((x, y + d, z), oct, hard, noisebasis)
+ return (zdy - ydz), (zdx - xdz), (ydx - xdy)
+
+
+###----------------------------------------------------------------------
+# v.1.04 Effect functions:
+
+def maximum(a, b):
+ if (a > b): b = a
+ return b
+
+
+def minimum(a, b):
+ if (a < b): b = a
+ return b
+
+
+def Mix_Modes(a, b, mixfactor, mode):
+ mode = int(mode)
+ a = a * (1.0 - mixfactor)
+ b = b * (1.0 + mixfactor)
+ #1 mix
+ if mode == 0:
+ return (a * (1.0 - 0.5) + b * 0.5)
+ #2 add
+ elif mode == 1:
+ return (a + b)
+ #3 sub.
+ elif mode == 2:
+ return (a - b)
+ #4 mult.
+ elif mode == 3:
+ return (a * b)
+ #5 abs diff.
+ elif mode == 4:
+ return (abs(a - b))
+ #6 screen
+ elif mode == 5:
+ return 1.0 - ((1.0 - a) * (1.0 - b) / 1.0)
+ #7 addmodulo
+ elif mode == 6:
+ return (a + b) % 1.0
+ #8 min.
+ elif mode == 7:
+ return minimum(a, b)
+ #9 max.
+ elif mode == 8:
+ return maximum(a, b)
+ else:
+ return 0
+
+
+Bias_Types = [sin_bias, cos_bias, tri_bias, saw_bias, no_bias]
+Sharp_Types = [soft, sharp, sharper]
+
+
+# Transpose effect coords:
+def Trans_Effect(coords, size, loc):
+ x, y, z = coords
+ x = (x * 2.0 / size + loc[0])
+ y = (y * 2.0 / size + loc[1])
+ return x, y, z
+
+
+# Effect_Basis_Function:
+def Effect_Basis_Function(coords, type, bias):
+ bias = int(bias)
+ type = int(type)
+ x, y, z = coords
+ iscale = 1.0
+ offset = 0.0
+
+ ## gradient:
+ if type == 1:
+ effect = offset + iscale * (Bias_Types[bias](x + y))
+ ## waves / bumps:
+ elif type == 2:
+ effect = offset + iscale * 0.5 * (Bias_Types[bias](x * pi) + Bias_Types[bias](y * pi))
+ ## zigzag:
+ elif type == 3:
+ effect = offset + iscale * Bias_Types[bias](offset + iscale * sin(x * pi + sin(y * pi)))
+ ## wavy:
+ elif type == 4:
+ effect = offset + iscale * (Bias_Types[bias](cos(x) + sin(y) + cos(x * 2 + y * 2) - sin(-x * 4 + y * 4)))
+ ## sine bump:
+ elif type == 5:
+ effect = offset + iscale * 1 - Bias_Types[bias]((sin(x * pi) + sin(y * pi)))
+ ## dots:
+ elif type == 6:
+ effect = offset + iscale * (Bias_Types[bias](x * pi * 2) * Bias_Types[bias](y * pi * 2)) - 0.5
+ ## rings:
+ elif type == 7:
+ effect = offset + iscale * (Bias_Types[bias ](1.0 - (x * x + y * y)))
+ ## spiral:
+ elif type == 8:
+ effect = offset + iscale * Bias_Types[bias]( (x * sin(x * x + y * y) + y * cos(x * x + y * y)) / (x**2 + y**2 + 0.5)) * 2
+ ## square / piramide:
+ elif type == 9:
+ effect = offset + iscale * Bias_Types[bias](1.0 - sqrt((x * x)**10 + (y * y)**10)**0.1)
+ ## blocks:
+ elif type == 10:
+ effect = (0.5 - max(Bias_Types[bias](x * pi) , Bias_Types[bias](y * pi)))
+ if effect > 0.0:
+ effect = 1.0
+ effect = offset + iscale * effect
+ ## grid:
+ elif type == 11:
+ effect = (0.025 - min(Bias_Types[bias](x * pi), Bias_Types[bias](y * pi)))
+ if effect > 0.0:
+ effect = 1.0
+ effect = offset + iscale * effect
+ ## tech:
+ elif type == 12:
+ a = max(Bias_Types[bias](x * pi), Bias_Types[bias](y * pi))
+ b = max(Bias_Types[bias](x * pi * 2 + 2), Bias_Types[bias](y * pi * 2 + 2))
+ effect = min(Bias_Types[bias](a), Bias_Types[bias](b)) * 3.0 - 2.0
+ if effect > 0.5:
+ effect = 1.0
+ effect = offset + iscale * effect
+ ## crackle:
+ elif type == 13:
+ t = turbulence((x, y, 0), 6, 0, 0) * 0.25
+ effect = variable_lacunarity((x, y, t), 0.25, 0, 8)
+ if effect > 0.5:
+ effect = 0.5
+ effect = offset + iscale * effect
+ ## sparse cracks noise:
+ elif type == 14:
+ effect = 2.5 * abs(noise((x * 0.5, y * 0.5, 0), 1)) - 0.1
+ if effect > 0.25:
+ effect = 0.25
+ effect = offset + iscale * (effect * 2.5)
+ ## shattered rock noise:
+ elif type == 15:
+ effect = 0.5 + noise((x, y, 0), 7)
+ if effect > 0.75:
+ effect = 0.75
+ effect = offset + iscale * effect
+ ## lunar noise:
+ elif type == 16:
+ effect = 0.25 + 1.5 * voronoi((x, y, 0), 1)[0][0]
+ if effect > 0.5:
+ effect = 0.5
+ effect = offset + iscale * effect
+ ## cosine noise:
+ elif type == 17:
+ effect = cos(5 * noise((x, y, 0), 0))
+ effect = offset + iscale * (effect * 0.5)
+ ## spikey noise:
+ elif type == 18:
+ n = 0.5 + 0.5 * turbulence((x * 5, y * 5, 0), 8, 0, 0)
+ effect = ((n * n)**5)
+ effect = offset + iscale * effect
+ ## stone noise:
+ elif type == 19:
+ effect = offset + iscale * (noise((x * 2, y * 2, 0), 0) * 1.5 - 0.75)
+ ## Flat Turb:
+ elif type == 20:
+ t = turbulence((x, y, 0), 6, 0, 0)
+ effect = t * 2.0
+ if effect > 0.25:
+ effect = 0.25
+ effect = offset + iscale * effect
+ ## Flat Voronoi:
+ elif type == 21:
+ t = 1 - voronoi((x, y, 0), 1)[0][0]
+ effect = t * 2 - 1.5
+ if effect > 0.25:
+ effect = 0.25
+ effect = offset + iscale * effect
+ else:
+ effect = 0.0
+
+ if effect < 0.0:
+ effect = 0.0
+
+ return effect
+
+
+# fractalize Effect_Basis_Function: ------------------------------
+def Effect_Function(coords, type, bias, turb, depth, frequency, amplitude):
+
+ x, y, z = coords
+ ## turbulence:
+ if turb > 0.0:
+ t = turb * ( 0.5 + 0.5 * turbulence(coords, 6, 0, 0))
+ x = x + t
+ y = y + t
+ z = z + t
+
+ result = Effect_Basis_Function((x, y, z), type, bias) * amplitude
+ ## fractalize:
+ if depth != 0:
+ i=0
+ for i in range(depth):
+ i+=1
+ x *= frequency
+ y *= frequency
+ result += Effect_Basis_Function((x, y, z), type, bias) * amplitude / i
+
+ return result
+
+
+# ------------------------------------------------------------
+# landscape_gen
+def noise_gen(coords, props):
+
+ terrain_name = props[0]
+ cursor = props[1]
+ smooth = props[2]
+ triface = props[3]
+ sphere = props[4]
+ land_mat = props[5]
+ water_mat = props[6]
+ texture_name = props[7]
+ subd_x = props[8]
+ subd_y = props[9]
+ meshsize_x = props[10]
+ meshsize_y = props[11]
+ meshsize = props[12]
+ rseed = props[13]
+ x_offset = props[14]
+ y_offset = props[15]
+ z_offset = props[16]
+ size_x = props[17]
+ size_y = props[18]
+ size_z = props[19]
+ nsize = props[20]
+ ntype = props[21]
+ nbasis = int(props[22])
+ vlbasis = int(props[23])
+ distortion = props[24]
+ hardnoise = int(props[25])
+ depth = props[26]
+ amp = props[27]
+ freq = props[28]
+ dimension = props[29]
+ lacunarity = props[30]
+ offset = props[31]
+ gain = props[32]
+ marblebias = int(props[33])
+ marblesharpnes = int(props[34])
+ marbleshape = int(props[35])
+ height = props[36]
+ height_invert = props[37]
+ height_offset = props[38]
+ maximum = props[39]
+ minimum = props[40]
+ falloff = int(props[41])
+ edge_level = props[42]
+ falloffsize_x = props[43]
+ falloffsize_y = props[44]
+ stratatype = props[45]
+ strata = props[46]
+ addwater = props[47]
+ waterlevel = props[48]
+ vert_group = props[49]
+ remove_double = props[50]
+ fx_mixfactor = props[51]
+ fx_mix_mode = props[52]
+ fx_type = props[53]
+ fx_bias = props[54]
+ fx_turb = props[55]
+ fx_depth = props[56]
+ fx_frequency = props[57]
+ fx_amplitude = props[58]
+ fx_size = props[59]
+ fx_loc_x = props[60]
+ fx_loc_y = props[61]
+ fx_height = props[62]
+ fx_offset = props[63]
+ fx_invert = props[64]
+
+ x, y, z = coords
+
+ # Origin
+ if rseed is 0:
+ origin = x_offset, y_offset, z_offset
+ origin_x = x_offset
+ origin_y = y_offset
+ origin_z = z_offset
+ o_range = 1.0
+ else:
+ # Randomise origin
+ o_range = 10000.0
+ seed_set(rseed)
+ origin = random_unit_vector()
+ ox = (origin[0] * o_range)
+ oy = (origin[1] * o_range)
+ oz = (origin[2] * o_range)
+ origin_x = (ox - (ox / 2)) + x_offset
+ origin_y = (oy - (oy / 2)) + y_offset
+ origin_z = (oz - (oz / 2)) + z_offset
+
+ ncoords = (x / (nsize * size_x) + origin_x, y / (nsize * size_y) + origin_y, z / (nsize * size_z) + origin_z)
+
+ # Noise basis type's
+ if nbasis == 9:
+ nbasis = 14 # Cellnoise
+ if vlbasis == 9:
+ vlbasis = 14
+
+ # Noise type's
+ if ntype in [0, 'multi_fractal']:
+ value = multi_fractal(ncoords, dimension, lacunarity, depth, nbasis) * 0.5
+
+ elif ntype in [1, 'ridged_multi_fractal']:
+ value = ridged_multi_fractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis) * 0.5
+
+ elif ntype in [2, 'hybrid_multi_fractal']:
+ value = hybrid_multi_fractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis) * 0.5
+
+ elif ntype in [3, 'hetero_terrain']:
+ value = hetero_terrain(ncoords, dimension, lacunarity, depth, offset, nbasis) * 0.25
+
+ elif ntype in [4, 'fractal']:
+ value = fractal(ncoords, dimension, lacunarity, depth, nbasis)
+
+ elif ntype in [5, 'turbulence_vector']:
+ value = turbulence_vector(ncoords, depth, hardnoise, nbasis, amp, freq)[0]
+
+ elif ntype in [6, 'variable_lacunarity']:
+ value = variable_lacunarity(ncoords, distortion, nbasis, vlbasis)
+
+ elif ntype in [7, 'marble_noise']:
+ value = marble_noise(
+ (ncoords[0] - origin_x + x_offset),
+ (ncoords[1] - origin_y + y_offset),
+ (ncoords[2] - origin_z + z_offset),
+ (origin[0] + x_offset, origin[1] + y_offset, origin[2] + z_offset), nsize,
+ marbleshape, marblebias, marblesharpnes,
+ distortion, depth, hardnoise, nbasis, amp, freq
+ )
+ elif ntype in [8, 'shattered_hterrain']:
+ value = shattered_hterrain(ncoords, dimension, lacunarity, depth, offset, distortion, nbasis)
+
+ elif ntype in [9, 'strata_hterrain']:
+ value = strata_hterrain(ncoords, dimension, lacunarity, depth, offset, distortion, nbasis)
+
+ elif ntype in [10, 'ant_turbulence']:
+ value = ant_turbulence(ncoords, depth, hardnoise, nbasis, amp, freq, distortion)
+
+ elif ntype in [11, 'vl_noise_turbulence']:
+ value = vl_noise_turbulence(ncoords, distortion, depth, nbasis, vlbasis, hardnoise, amp, freq)
+
+ elif ntype in [12, 'vl_hTerrain']:
+ value = vl_hTerrain(ncoords, dimension, lacunarity, depth, offset, nbasis, vlbasis, distortion)
+
+ elif ntype in [13, 'distorted_heteroTerrain']:
+ value = distorted_heteroTerrain(ncoords, dimension, lacunarity, depth, offset, distortion, nbasis, vlbasis)
+
+ elif ntype in [14, 'double_multiFractal']:
+ value = double_multiFractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis, vlbasis)
+
+ elif ntype in [15, 'rocks_noise']:
+ value = rocks_noise(ncoords, depth, hardnoise, nbasis, distortion)
+
+ elif ntype in [16, 'slick_rock']:
+ value = slick_rock(ncoords,dimension, lacunarity, depth, offset, gain, distortion, nbasis, vlbasis)
+
+ elif ntype in [17, 'planet_noise']:
+ value = planet_noise(ncoords, depth, hardnoise, nbasis)[2] * 0.5 + 0.5
+
+ elif ntype in [18, 'blender_texture']:
+ if texture_name != "" and texture_name in bpy.data.textures:
+ value = bpy.data.textures[texture_name].evaluate(ncoords)[3]
+ else:
+ value = 0.0
+ else:
+ value = 0.5
+
+ # Effect mix
+ if fx_type != "0":
+ fxcoords = Trans_Effect((x, y, z), fx_size, (fx_loc_x, fx_loc_y))
+ effect = Effect_Function(fxcoords, fx_type, fx_bias, fx_turb, fx_depth, fx_frequency, fx_amplitude)
+ effect = Height_Scale(effect, fx_height, fx_offset, fx_invert)
+ fxval = Mix_Modes(value, effect, fx_mixfactor, fx_mix_mode)
+ else:
+ fx_mixfactor = 0.0
+ fxval = value
+ value = fxval
+
+ # Adjust height
+ value = Height_Scale(value, height, height_offset, height_invert)
+
+ # Edge falloff:
+ if not sphere:
+ if falloff:
+ ratio_x, ratio_y = abs(x) * 2 / meshsize_x, abs(y) * 2 / meshsize_y
+ fallofftypes = [0,
+ sqrt(ratio_y**falloffsize_y),
+ sqrt(ratio_x**falloffsize_x),
+ sqrt(ratio_x**falloffsize_x + ratio_y**falloffsize_y)
+ ]
+ dist = fallofftypes[falloff]
+ value -= edge_level
+ if(dist < 1.0):
+ dist = (dist * dist * (3 - 2 * dist))
+ value = (value - value * dist) + edge_level
+ else:
+ value = edge_level
+
+ # Strata / terrace / layers
+ if stratatype not in [0, "0"]:
+ if stratatype in [1, "1"]:
+ strata = strata / height
+ strata *= 2
+ steps = (sin(value * strata * pi) * (0.1 / strata * pi))
+ value = (value * 0.5 + steps * 0.5) * 2.0
+
+ elif stratatype in [2, "2"]:
+ strata = strata / height
+ steps = -abs(sin(value * strata * pi) * (0.1 / strata * pi))
+ value = (value * 0.5 + steps * 0.5) * 2.0
+
+ elif stratatype in [3, "3"]:
+ strata = strata / height
+ steps = abs(sin(value * strata * pi) * (0.1 / strata * pi))
+ value = (value * 0.5 + steps * 0.5) * 2.0
+
+ elif stratatype in [4, "4"]:
+ strata = strata / height
+ value = int( value * strata ) * 1.0 / strata
+
+ elif stratatype in [5, "5"]:
+ strata = strata / height
+ steps = (int( value * strata ) * 1.0 / strata)
+ value = (value * (1.0 - 0.5) + steps * 0.5)
+
+ # Clamp height min max
+ if (value < minimum):
+ value = minimum
+ if (value > maximum):
+ value = maximum
+
+ return value