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authorBartosz Moniewski <monio>2019-12-06 00:07:43 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-12-07 21:06:27 +0300
commit074c00f9d6cc720461e6c8c7c13ed4e408ef372e (patch)
tree0d4efaa01952af47f5ea7a70cb14d764a2f597af /intern/cycles
parent9c1134015c34ff19f3ff27c89321c019c67904b8 (diff)
Shaders: noise and wave distortion now work uniformly instead of diagonally
Previously Noise and Wave texture nodes would use noise functions within a [0,1] range for distortion effects. We either add or subtract noise from coordinates, never do both at same time. This led to the texture drastically shifting on the diagonal axis of a plane / cube. This behavior makes the Distortion input hard to control or animate. Capabilities of driving it with other texture are also limited, diagonal shifting is very apparent. This was fixed by offsetting the noise function to a signed range and making it zero-centered. This way noise is uniformly added and subtracted from coordinates. Texture pattern sticks to main coordinates which makes it way easier to control. This change is not strictly backwards compatible, there is versioning to ensure the scale of the distortion remains similar, but the particular pattern can be a little different. Differential Revision: https://developer.blender.org/D6177
Diffstat (limited to 'intern/cycles')
-rw-r--r--intern/cycles/kernel/shaders/node_noise_texture.osl20
-rw-r--r--intern/cycles/kernel/shaders/node_wave_texture.osl2
-rw-r--r--intern/cycles/kernel/svm/svm_noisetex.h20
-rw-r--r--intern/cycles/kernel/svm/svm_wave.h2
4 files changed, 22 insertions, 22 deletions
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl
index e3da2d16371..6cff1cdab2c 100644
--- a/intern/cycles/kernel/shaders/node_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_noise_texture.osl
@@ -59,7 +59,7 @@ float noise_texture(float co, float detail, float distortion, output color Color
{
float p = co;
if (distortion != 0.0) {
- p += safe_noise(p + random_float_offset(0.0)) * distortion;
+ p += safe_snoise(p + random_float_offset(0.0)) * distortion;
}
float value = fractal_noise(p, detail);
@@ -73,8 +73,8 @@ float noise_texture(vector2 co, float detail, float distortion, output color Col
{
vector2 p = co;
if (distortion != 0.0) {
- p += vector2(safe_noise(p + random_vector2_offset(0.0)) * distortion,
- safe_noise(p + random_vector2_offset(1.0)) * distortion);
+ p += vector2(safe_snoise(p + random_vector2_offset(0.0)) * distortion,
+ safe_snoise(p + random_vector2_offset(1.0)) * distortion);
}
float value = fractal_noise(p, detail);
@@ -88,9 +88,9 @@ float noise_texture(vector3 co, float detail, float distortion, output color Col
{
vector3 p = co;
if (distortion != 0.0) {
- p += vector3(safe_noise(p + random_vector3_offset(0.0)) * distortion,
- safe_noise(p + random_vector3_offset(1.0)) * distortion,
- safe_noise(p + random_vector3_offset(2.0)) * distortion);
+ p += vector3(safe_snoise(p + random_vector3_offset(0.0)) * distortion,
+ safe_snoise(p + random_vector3_offset(1.0)) * distortion,
+ safe_snoise(p + random_vector3_offset(2.0)) * distortion);
}
float value = fractal_noise(p, detail);
@@ -104,10 +104,10 @@ float noise_texture(vector4 co, float detail, float distortion, output color Col
{
vector4 p = co;
if (distortion != 0.0) {
- p += vector4(safe_noise(p + random_vector4_offset(0.0)) * distortion,
- safe_noise(p + random_vector4_offset(1.0)) * distortion,
- safe_noise(p + random_vector4_offset(2.0)) * distortion,
- safe_noise(p + random_vector4_offset(3.0)) * distortion);
+ p += vector4(safe_snoise(p + random_vector4_offset(0.0)) * distortion,
+ safe_snoise(p + random_vector4_offset(1.0)) * distortion,
+ safe_snoise(p + random_vector4_offset(2.0)) * distortion,
+ safe_snoise(p + random_vector4_offset(3.0)) * distortion);
}
float value = fractal_noise(p, detail);
diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl
index 60591b79b33..a706c442368 100644
--- a/intern/cycles/kernel/shaders/node_wave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_wave_texture.osl
@@ -31,7 +31,7 @@ float wave(point p, string type, string profile, float detail, float distortion,
}
if (distortion != 0.0) {
- n = n + (distortion * fractal_noise(p * dscale, detail));
+ n = n + (distortion * (fractal_noise(p * dscale, detail) * 2.0 - 1.0));
}
if (profile == "sine") {
diff --git a/intern/cycles/kernel/svm/svm_noisetex.h b/intern/cycles/kernel/svm/svm_noisetex.h
index c5a1e43a729..12884c6cb25 100644
--- a/intern/cycles/kernel/svm/svm_noisetex.h
+++ b/intern/cycles/kernel/svm/svm_noisetex.h
@@ -55,7 +55,7 @@ ccl_device void noise_texture_1d(
{
float p = co;
if (distortion != 0.0f) {
- p += noise_1d(p + random_float_offset(0.0f)) * distortion;
+ p += snoise_1d(p + random_float_offset(0.0f)) * distortion;
}
*value = fractal_noise_1d(p, detail);
@@ -71,8 +71,8 @@ ccl_device void noise_texture_2d(
{
float2 p = co;
if (distortion != 0.0f) {
- p += make_float2(noise_2d(p + random_float2_offset(0.0f)) * distortion,
- noise_2d(p + random_float2_offset(1.0f)) * distortion);
+ p += make_float2(snoise_2d(p + random_float2_offset(0.0f)) * distortion,
+ snoise_2d(p + random_float2_offset(1.0f)) * distortion);
}
*value = fractal_noise_2d(p, detail);
@@ -88,9 +88,9 @@ ccl_device void noise_texture_3d(
{
float3 p = co;
if (distortion != 0.0f) {
- p += make_float3(noise_3d(p + random_float3_offset(0.0f)) * distortion,
- noise_3d(p + random_float3_offset(1.0f)) * distortion,
- noise_3d(p + random_float3_offset(2.0f)) * distortion);
+ p += make_float3(snoise_3d(p + random_float3_offset(0.0f)) * distortion,
+ snoise_3d(p + random_float3_offset(1.0f)) * distortion,
+ snoise_3d(p + random_float3_offset(2.0f)) * distortion);
}
*value = fractal_noise_3d(p, detail);
@@ -106,10 +106,10 @@ ccl_device void noise_texture_4d(
{
float4 p = co;
if (distortion != 0.0f) {
- p += make_float4(noise_4d(p + random_float4_offset(0.0f)) * distortion,
- noise_4d(p + random_float4_offset(1.0f)) * distortion,
- noise_4d(p + random_float4_offset(2.0f)) * distortion,
- noise_4d(p + random_float4_offset(3.0f)) * distortion);
+ p += make_float4(snoise_4d(p + random_float4_offset(0.0f)) * distortion,
+ snoise_4d(p + random_float4_offset(1.0f)) * distortion,
+ snoise_4d(p + random_float4_offset(2.0f)) * distortion,
+ snoise_4d(p + random_float4_offset(3.0f)) * distortion);
}
*value = fractal_noise_4d(p, detail);
diff --git a/intern/cycles/kernel/svm/svm_wave.h b/intern/cycles/kernel/svm/svm_wave.h
index 402c1c87414..50c868c0f82 100644
--- a/intern/cycles/kernel/svm/svm_wave.h
+++ b/intern/cycles/kernel/svm/svm_wave.h
@@ -33,7 +33,7 @@ ccl_device_noinline_cpu float svm_wave(NodeWaveType type,
n = len(p) * 20.0f;
if (distortion != 0.0f)
- n += distortion * fractal_noise_3d(p * dscale, detail);
+ n += distortion * (fractal_noise_3d(p * dscale, detail) * 2.0f - 1.0f);
if (profile == NODE_WAVE_PROFILE_SIN) {
return 0.5f + 0.5f * sinf(n);