diff options
author | Luis Pereira <LuisPereira> | 2022-08-26 16:30:59 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2022-08-26 18:27:43 +0300 |
commit | 763cafc2b101d3258cb62b9a966b6d7e7629eb85 (patch) | |
tree | c31d77b0dd15c46bb5e318fd2ca3d71de6383a50 /source/blender/gpu | |
parent | a1c8a17b4d95794ce36ee7db86f98ab818be0ed6 (diff) |
Fix T55284: error in Hybrid MultiFractal Musgrave texture
The calculation was revised to address two issues:
* Discontinuities occurring when detail was a non-integer greater than 2.
* Levels of detail in the interval [0,1) repeating the levels of detail in
the interval [1,2).
This fixes Cycles, Eevee and geometry nodes.
Differential Revision: https://developer.blender.org/D15785
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl | 68 |
1 files changed, 40 insertions, 28 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl index 961fe23e67e..7171c5f2b36 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl @@ -153,13 +153,12 @@ void node_tex_musgrave_hybrid_multi_fractal_1d(vec3 co, float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - float value = snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; + float pwr = 1.0; + float value = 0.0; + float weight = 1.0; - for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { + for (int i = 0; (weight > 0.001f) && (i < int(octaves)); i++) { if (weight > 1.0) { weight = 1.0; } @@ -172,8 +171,12 @@ void node_tex_musgrave_hybrid_multi_fractal_1d(vec3 co, } float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((snoise(p) + offset) * pwr); + if ((rmd != 0.0) && (weight > 0.001f)) { + if (weight > 1.0) { + weight = 1.0; + } + float signal = (snoise(p) + offset) * pwr; + value += rmd * weight * signal; } fac = value; @@ -375,13 +378,12 @@ void node_tex_musgrave_hybrid_multi_fractal_2d(vec3 co, float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - float value = snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; + float pwr = 1.0; + float value = 0.0; + float weight = 1.0; - for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { + for (int i = 0; (weight > 0.001f) && (i < int(octaves)); i++) { if (weight > 1.0) { weight = 1.0; } @@ -394,8 +396,12 @@ void node_tex_musgrave_hybrid_multi_fractal_2d(vec3 co, } float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((snoise(p) + offset) * pwr); + if ((rmd != 0.0) && (weight > 0.001f)) { + if (weight > 1.0) { + weight = 1.0; + } + float signal = (snoise(p) + offset) * pwr; + value += rmd * weight * signal; } fac = value; @@ -597,13 +603,12 @@ void node_tex_musgrave_hybrid_multi_fractal_3d(vec3 co, float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - float value = snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; + float pwr = 1.0; + float value = 0.0; + float weight = 1.0; - for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { + for (int i = 0; (weight > 0.001f) && (i < int(octaves)); i++) { if (weight > 1.0) { weight = 1.0; } @@ -616,8 +621,12 @@ void node_tex_musgrave_hybrid_multi_fractal_3d(vec3 co, } float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((snoise(p) + offset) * pwr); + if ((rmd != 0.0) && (weight > 0.001f)) { + if (weight > 1.0) { + weight = 1.0; + } + float signal = (snoise(p) + offset) * pwr; + value += rmd * weight * signal; } fac = value; @@ -819,13 +828,12 @@ void node_tex_musgrave_hybrid_multi_fractal_4d(vec3 co, float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - float value = snoise(p) + offset; - float weight = gain * value; - p *= lacunarity; + float pwr = 1.0; + float value = 0.0; + float weight = 1.0; - for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { + for (int i = 0; (weight > 0.001f) && (i < int(octaves)); i++) { if (weight > 1.0) { weight = 1.0; } @@ -838,8 +846,12 @@ void node_tex_musgrave_hybrid_multi_fractal_4d(vec3 co, } float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - value += rmd * ((snoise(p) + offset) * pwr); + if ((rmd != 0.0) && (weight > 0.001f)) { + if (weight > 1.0) { + weight = 1.0; + } + float signal = (snoise(p) + offset) * pwr; + value += rmd * weight * signal; } fac = value; |