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authorBartosz Moniewski <monio>2020-03-26 16:43:53 +0300
committerBrecht Van Lommel <brecht@blender.org>2020-04-09 22:48:03 +0300
commit054950def946ed7638c2d9c18ef850cbba94d9d7 (patch)
tree6c38c89f8c04be9259a4246b5b0cd5e842951052 /intern/cycles/render/nodes.h
parentf3433fcd3bf87c9405fb05c96fde036eb658e8aa (diff)
Shading: add Roughness input to Noise and Wave texture nodes
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
Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r--intern/cycles/render/nodes.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index e201118574b..8316fa3cf9b 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -230,7 +230,7 @@ class NoiseTextureNode : public TextureNode {
SHADER_NODE_CLASS(NoiseTextureNode)
int dimensions;
- float w, scale, detail, distortion;
+ float w, scale, detail, roughness, distortion;
float3 vector;
};
@@ -291,7 +291,7 @@ class WaveTextureNode : public TextureNode {
NodeWaveRingsDirection rings_direction;
NodeWaveProfile profile;
- float scale, distortion, detail, detail_scale, phase;
+ float scale, distortion, detail, detail_scale, detail_roughness, phase;
float3 vector;
};