diff options
author | charlie <mistajolly@gmail.com> | 2018-07-14 14:11:28 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-07-15 01:45:42 +0300 |
commit | 83a4e1aaf9d1aa5e4747213dee5485945cecb05d (patch) | |
tree | 4e8c5feacaf9a82f314f4b5ff9f9419f3c553133 /intern/cycles/kernel/shaders | |
parent | 4697604331482c394c8a148c54a8e942120b634f (diff) |
Cycles: add voronoi features and distance settings from Blender.
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.
Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D3503
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r-- | intern/cycles/kernel/shaders/node_voronoi_texture.osl | 122 |
1 files changed, 117 insertions, 5 deletions
diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl index 0c3b95ae4d0..2e47d74a414 100644 --- a/intern/cycles/kernel/shaders/node_voronoi_texture.osl +++ b/intern/cycles/kernel/shaders/node_voronoi_texture.osl @@ -17,12 +17,93 @@ #include "stdosl.h" #include "node_texture.h" +void voronoi_m(point p, string metric, float e, float da[4], point pa[4]) +{ + /* Compute the distance to and the position of the four closest neighbors to p. + * + * The neighbors are randomly placed, 1 each in a 3x3x3 grid (Worley pattern). + * The distances and points are returned in ascending order, i.e. da[0] and pa[0] will + * contain the distance to the closest point and its coordinates respectively. + */ + int xx, yy, zz, xi, yi, zi; + + xi = (int)floor(p[0]); + yi = (int)floor(p[1]); + zi = (int)floor(p[2]); + + da[0] = 1e10; + da[1] = 1e10; + da[2] = 1e10; + da[3] = 1e10; + + for (xx = xi - 1; xx <= xi + 1; xx++) { + for (yy = yi - 1; yy <= yi + 1; yy++) { + for (zz = zi - 1; zz <= zi + 1; zz++) { + point ip = point(xx, yy, zz); + point vp = (point)cellnoise_color(ip); + point pd = p - (vp + ip); + + float d = 0.0; + if (metric == "distance") { + d = dot(pd, pd); + } + else if (metric == "manhattan") { + d = fabs(pd[0]) + fabs(pd[1]) + fabs(pd[2]); + } + else if (metric == "chebychev") { + d = max(fabs(pd[0]), max(fabs(pd[1]), fabs(pd[2]))); + } + else if (metric == "minkowski") { + d = pow(pow(fabs(pd[0]), e) + pow(fabs(pd[1]), e) + pow(fabs(pd[2]), e), 1.0/e); + } + + vp += point(xx, yy, zz); + + if (d < da[0]) { + da[3] = da[2]; + da[2] = da[1]; + da[1] = da[0]; + da[0] = d; + + pa[3] = pa[2]; + pa[2] = pa[1]; + pa[1] = pa[0]; + pa[0] = vp; + } + else if (d < da[1]) { + da[3] = da[2]; + da[2] = da[1]; + da[1] = d; + + pa[3] = pa[2]; + pa[2] = pa[1]; + pa[1] = vp; + } + else if (d < da[2]) { + da[3] = da[2]; + da[2] = d; + + pa[3] = pa[2]; + pa[2] = vp; + } + else if (d < da[3]) { + da[3] = d; + pa[3] = vp; + } + } + } + } +} + /* Voronoi */ shader node_voronoi_texture( int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), string coloring = "intensity", + string metric = "distance", + string feature = "F1", + float Exponent = 1.0, float Scale = 5.0, point Vector = P, output float Fac = 0.0, @@ -37,17 +118,48 @@ shader node_voronoi_texture( float da[4]; point pa[4]; - voronoi(p * Scale, 1.0, da, pa); + /* compute distance and point coordinate of 4 nearest neighbours */ + voronoi_m(p * Scale, metric, Exponent, da, pa); - /* Colored output */ if (coloring == "intensity") { - Fac = fabs(da[0]); + /* Intensity output */ + if (feature == "F1") { + Fac = fabs(da[0]); + } + else if (feature == "F2") { + Fac = fabs(da[1]); + } + else if (feature == "F3") { + Fac = fabs(da[2]); + } + else if (feature == "F4") { + Fac = fabs(da[3]); + } + else if (feature == "F2F1") { + Fac = fabs(da[1] - da[0]); + } Color = color(Fac); } else { - Color = cellnoise_color(pa[0]); - Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0); + /* Color output */ + if (feature == "F1") { + Color = pa[0]; + } + else if (feature == "F2") { + Color = pa[1]; + } + else if (feature == "F3") { + Color = pa[2]; + } + else if (feature == "F4") { + Color = pa[3]; + } + else if (feature == "F2F1") { + Color = fabs(pa[1] - pa[0]); + } + Color = cellnoise_color(Color); + Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0); } } |