diff options
author | Hans Goudey <h.goudey@me.com> | 2021-11-02 21:44:17 +0300 |
---|---|---|
committer | Hans Goudey <h.goudey@me.com> | 2021-11-02 21:44:17 +0300 |
commit | 5cd1210b52baf57ef290812620bfeb5b9ca0ec09 (patch) | |
tree | b48e60166a115a42c1050b22a77644eebb986b9b /source/blender | |
parent | 3dcd042bfc979a5b8c096104f16a62e919ed2d2a (diff) | |
parent | 7aa311e5396bca5d65ba9cd00060d61bafbf28e9 (diff) |
Merge branch 'blender-v3.0-release'
Diffstat (limited to 'source/blender')
7 files changed, 109 insertions, 63 deletions
diff --git a/source/blender/blenkernel/intern/attribute_access.cc b/source/blender/blenkernel/intern/attribute_access.cc index 01b53baf237..aeb66dc5a33 100644 --- a/source/blender/blenkernel/intern/attribute_access.cc +++ b/source/blender/blenkernel/intern/attribute_access.cc @@ -234,6 +234,14 @@ OutputAttribute::~OutputAttribute() } } +static AttributeIDRef attribute_id_from_custom_data_layer(const CustomDataLayer &layer) +{ + if (layer.anonymous_id != nullptr) { + return layer.anonymous_id; + } + return layer.name; +} + static bool add_builtin_type_custom_data_layer_from_init(CustomData &custom_data, const CustomDataType data_type, const int domain_size, @@ -595,13 +603,7 @@ bool CustomDataAttributeProvider::foreach_attribute(const GeometryComponent &com const CustomDataType data_type = (CustomDataType)layer.type; if (this->type_is_supported(data_type)) { AttributeMetaData meta_data{domain_, data_type}; - AttributeIDRef attribute_id; - if (layer.anonymous_id != nullptr) { - attribute_id = layer.anonymous_id; - } - else { - attribute_id = layer.name; - } + const AttributeIDRef attribute_id = attribute_id_from_custom_data_layer(layer); if (!callback(attribute_id, meta_data)) { return false; } @@ -825,13 +827,7 @@ bool CustomDataAttributes::foreach_attribute(const AttributeForeachCallback call { for (const CustomDataLayer &layer : Span(data.layers, data.totlayer)) { AttributeMetaData meta_data{domain, (CustomDataType)layer.type}; - AttributeIDRef attribute_id; - if (layer.anonymous_id != nullptr) { - attribute_id = layer.anonymous_id; - } - else { - attribute_id = layer.name; - } + const AttributeIDRef attribute_id = attribute_id_from_custom_data_layer(layer); if (!callback(attribute_id, meta_data)) { return false; } diff --git a/source/blender/blenlib/intern/noise.cc b/source/blender/blenlib/intern/noise.cc index bc78ded63a0..959385bff31 100644 --- a/source/blender/blenlib/intern/noise.cc +++ b/source/blender/blenlib/intern/noise.cc @@ -582,7 +582,7 @@ template<typename T> float perlin_fractal_template(T position, float octaves, fl float amp = 1.0f; float maxamp = 0.0f; float sum = 0.0f; - octaves = CLAMPIS(octaves, 0.0f, 16.0f); + octaves = CLAMPIS(octaves, 0.0f, 15.0f); int n = static_cast<int>(octaves); for (int i = 0; i <= n; i++) { float t = perlin(fscale * position); @@ -771,12 +771,16 @@ float3 perlin_float3_fractal_distorted(float4 position, * from "Texturing and Modelling: A procedural approach" */ -float musgrave_fBm(const float co, const float H, const float lacunarity, const float octaves) +float musgrave_fBm(const float co, + const float H, + const float lacunarity, + const float octaves_unclamped) { float p = co; float value = 0.0f; float pwr = 1.0f; const float pwHL = powf(lacunarity, -H); + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); for (int i = 0; i < (int)octaves; i++) { value += perlin_signed(p) * pwr; @@ -802,12 +806,13 @@ float musgrave_fBm(const float co, const float H, const float lacunarity, const float musgrave_multi_fractal(const float co, const float H, const float lacunarity, - const float octaves) + const float octaves_unclamped) { float p = co; float value = 1.0f; float pwr = 1.0f; const float pwHL = powf(lacunarity, -H); + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); for (int i = 0; i < (int)octaves; i++) { value *= (pwr * perlin_signed(p) + 1.0f); @@ -831,12 +836,16 @@ float musgrave_multi_fractal(const float co, * offset: raises the terrain from `sea level' */ -float musgrave_hetero_terrain( - const float co, const float H, const float lacunarity, const float octaves, const float offset) +float musgrave_hetero_terrain(const float co, + const float H, + const float lacunarity, + const float octaves_unclamped, + const float offset) { float p = co; const float pwHL = powf(lacunarity, -H); float pwr = pwHL; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); /* first unscaled octave of function; later octaves are scaled */ float value = offset + perlin_signed(p); @@ -869,7 +878,7 @@ float musgrave_hetero_terrain( float musgrave_hybrid_multi_fractal(const float co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset, const float gain) { @@ -881,6 +890,8 @@ float musgrave_hybrid_multi_fractal(const float co, float weight = gain * value; p *= lacunarity; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; (weight > 0.001f) && (i < (int)octaves); i++) { if (weight > 1.0f) { weight = 1.0f; @@ -912,7 +923,7 @@ float musgrave_hybrid_multi_fractal(const float co, float musgrave_ridged_multi_fractal(const float co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset, const float gain) { @@ -925,6 +936,8 @@ float musgrave_ridged_multi_fractal(const float co, float value = signal; float weight = 1.0f; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; i < (int)octaves; i++) { p *= lacunarity; weight = CLAMPIS(signal * gain, 0.0f, 1.0f); @@ -947,12 +960,16 @@ float musgrave_ridged_multi_fractal(const float co, * from "Texturing and Modelling: A procedural approach" */ -float musgrave_fBm(const float2 co, const float H, const float lacunarity, const float octaves) +float musgrave_fBm(const float2 co, + const float H, + const float lacunarity, + const float octaves_unclamped) { float2 p = co; float value = 0.0f; float pwr = 1.0f; const float pwHL = powf(lacunarity, -H); + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); for (int i = 0; i < (int)octaves; i++) { value += perlin_signed(p) * pwr; @@ -978,12 +995,13 @@ float musgrave_fBm(const float2 co, const float H, const float lacunarity, const float musgrave_multi_fractal(const float2 co, const float H, const float lacunarity, - const float octaves) + const float octaves_unclamped) { float2 p = co; float value = 1.0f; float pwr = 1.0f; const float pwHL = powf(lacunarity, -H); + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); for (int i = 0; i < (int)octaves; i++) { value *= (pwr * perlin_signed(p) + 1.0f); @@ -1010,7 +1028,7 @@ float musgrave_multi_fractal(const float2 co, float musgrave_hetero_terrain(const float2 co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset) { float2 p = co; @@ -1021,6 +1039,8 @@ float musgrave_hetero_terrain(const float2 co, float value = offset + perlin_signed(p); p *= lacunarity; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; i < (int)octaves; i++) { float increment = (perlin_signed(p) + offset) * pwr * value; value += increment; @@ -1048,7 +1068,7 @@ float musgrave_hetero_terrain(const float2 co, float musgrave_hybrid_multi_fractal(const float2 co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset, const float gain) { @@ -1060,6 +1080,8 @@ float musgrave_hybrid_multi_fractal(const float2 co, float weight = gain * value; p *= lacunarity; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; (weight > 0.001f) && (i < (int)octaves); i++) { if (weight > 1.0f) { weight = 1.0f; @@ -1091,7 +1113,7 @@ float musgrave_hybrid_multi_fractal(const float2 co, float musgrave_ridged_multi_fractal(const float2 co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset, const float gain) { @@ -1104,6 +1126,8 @@ float musgrave_ridged_multi_fractal(const float2 co, float value = signal; float weight = 1.0f; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; i < (int)octaves; i++) { p *= lacunarity; weight = CLAMPIS(signal * gain, 0.0f, 1.0f); @@ -1126,13 +1150,18 @@ float musgrave_ridged_multi_fractal(const float2 co, * from "Texturing and Modelling: A procedural approach" */ -float musgrave_fBm(const float3 co, const float H, const float lacunarity, const float octaves) +float musgrave_fBm(const float3 co, + const float H, + const float lacunarity, + const float octaves_unclamped) { float3 p = co; float value = 0.0f; float pwr = 1.0f; const float pwHL = powf(lacunarity, -H); + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 0; i < (int)octaves; i++) { value += perlin_signed(p) * pwr; pwr *= pwHL; @@ -1157,13 +1186,15 @@ float musgrave_fBm(const float3 co, const float H, const float lacunarity, const float musgrave_multi_fractal(const float3 co, const float H, const float lacunarity, - const float octaves) + const float octaves_unclamped) { float3 p = co; float value = 1.0f; float pwr = 1.0f; const float pwHL = powf(lacunarity, -H); + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 0; i < (int)octaves; i++) { value *= (pwr * perlin_signed(p) + 1.0f); pwr *= pwHL; @@ -1189,7 +1220,7 @@ float musgrave_multi_fractal(const float3 co, float musgrave_hetero_terrain(const float3 co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset) { float3 p = co; @@ -1200,6 +1231,8 @@ float musgrave_hetero_terrain(const float3 co, float value = offset + perlin_signed(p); p *= lacunarity; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; i < (int)octaves; i++) { float increment = (perlin_signed(p) + offset) * pwr * value; value += increment; @@ -1227,7 +1260,7 @@ float musgrave_hetero_terrain(const float3 co, float musgrave_hybrid_multi_fractal(const float3 co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset, const float gain) { @@ -1239,6 +1272,8 @@ float musgrave_hybrid_multi_fractal(const float3 co, float weight = gain * value; p *= lacunarity; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; (weight > 0.001f) && (i < (int)octaves); i++) { if (weight > 1.0f) { weight = 1.0f; @@ -1270,7 +1305,7 @@ float musgrave_hybrid_multi_fractal(const float3 co, float musgrave_ridged_multi_fractal(const float3 co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset, const float gain) { @@ -1283,6 +1318,8 @@ float musgrave_ridged_multi_fractal(const float3 co, float value = signal; float weight = 1.0f; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; i < (int)octaves; i++) { p *= lacunarity; weight = CLAMPIS(signal * gain, 0.0f, 1.0f); @@ -1305,13 +1342,18 @@ float musgrave_ridged_multi_fractal(const float3 co, * from "Texturing and Modelling: A procedural approach" */ -float musgrave_fBm(const float4 co, const float H, const float lacunarity, const float octaves) +float musgrave_fBm(const float4 co, + const float H, + const float lacunarity, + const float octaves_unclamped) { float4 p = co; float value = 0.0f; float pwr = 1.0f; const float pwHL = powf(lacunarity, -H); + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 0; i < (int)octaves; i++) { value += perlin_signed(p) * pwr; pwr *= pwHL; @@ -1336,13 +1378,15 @@ float musgrave_fBm(const float4 co, const float H, const float lacunarity, const float musgrave_multi_fractal(const float4 co, const float H, const float lacunarity, - const float octaves) + const float octaves_unclamped) { float4 p = co; float value = 1.0f; float pwr = 1.0f; const float pwHL = powf(lacunarity, -H); + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 0; i < (int)octaves; i++) { value *= (pwr * perlin_signed(p) + 1.0f); pwr *= pwHL; @@ -1368,7 +1412,7 @@ float musgrave_multi_fractal(const float4 co, float musgrave_hetero_terrain(const float4 co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset) { float4 p = co; @@ -1379,6 +1423,8 @@ float musgrave_hetero_terrain(const float4 co, float value = offset + perlin_signed(p); p *= lacunarity; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; i < (int)octaves; i++) { float increment = (perlin_signed(p) + offset) * pwr * value; value += increment; @@ -1406,7 +1452,7 @@ float musgrave_hetero_terrain(const float4 co, float musgrave_hybrid_multi_fractal(const float4 co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset, const float gain) { @@ -1418,6 +1464,8 @@ float musgrave_hybrid_multi_fractal(const float4 co, float weight = gain * value; p *= lacunarity; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; (weight > 0.001f) && (i < (int)octaves); i++) { if (weight > 1.0f) { weight = 1.0f; @@ -1449,7 +1497,7 @@ float musgrave_hybrid_multi_fractal(const float4 co, float musgrave_ridged_multi_fractal(const float4 co, const float H, const float lacunarity, - const float octaves, + const float octaves_unclamped, const float offset, const float gain) { @@ -1462,6 +1510,8 @@ float musgrave_ridged_multi_fractal(const float4 co, float value = signal; float weight = 1.0f; + const float octaves = CLAMPIS(octaves_unclamped, 0.0f, 15.0f); + for (int i = 1; i < (int)octaves; i++) { p *= lacunarity; weight = CLAMPIS(signal * gain, 0.0f, 1.0f); diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl index f25691c1a83..95f2be4bd44 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl @@ -5,7 +5,7 @@ float fractal_noise(float p, float octaves, float roughness) float amp = 1.0; float maxamp = 0.0; float sum = 0.0; - octaves = clamp(octaves, 0.0, 16.0); + octaves = clamp(octaves, 0.0, 15.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); @@ -34,7 +34,7 @@ float fractal_noise(vec2 p, float octaves, float roughness) float amp = 1.0; float maxamp = 0.0; float sum = 0.0; - octaves = clamp(octaves, 0.0, 16.0); + octaves = clamp(octaves, 0.0, 15.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); @@ -63,7 +63,7 @@ float fractal_noise(vec3 p, float octaves, float roughness) float amp = 1.0; float maxamp = 0.0; float sum = 0.0; - octaves = clamp(octaves, 0.0, 16.0); + octaves = clamp(octaves, 0.0, 15.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); @@ -92,7 +92,7 @@ float fractal_noise(vec4 p, float octaves, float roughness) float amp = 1.0; float maxamp = 0.0; float sum = 0.0; - octaves = clamp(octaves, 0.0, 16.0); + octaves = clamp(octaves, 0.0, 15.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); 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 7ecca286acd..586385b7e86 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 @@ -19,7 +19,7 @@ void node_tex_musgrave_fBm_1d(vec3 co, { float p = w * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float value = 0.0; @@ -59,7 +59,7 @@ void node_tex_musgrave_multi_fractal_1d(vec3 co, { float p = w * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float value = 1.0; @@ -100,7 +100,7 @@ void node_tex_musgrave_hetero_terrain_1d(vec3 co, { float p = w * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -146,7 +146,7 @@ void node_tex_musgrave_hybrid_multi_fractal_1d(vec3 co, { float p = w * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -196,7 +196,7 @@ void node_tex_musgrave_ridged_multi_fractal_1d(vec3 co, { float p = w * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -241,7 +241,7 @@ void node_tex_musgrave_fBm_2d(vec3 co, { vec2 p = co.xy * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float value = 0.0; @@ -281,7 +281,7 @@ void node_tex_musgrave_multi_fractal_2d(vec3 co, { vec2 p = co.xy * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float value = 1.0; @@ -322,7 +322,7 @@ void node_tex_musgrave_hetero_terrain_2d(vec3 co, { vec2 p = co.xy * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -368,7 +368,7 @@ void node_tex_musgrave_hybrid_multi_fractal_2d(vec3 co, { vec2 p = co.xy * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -418,7 +418,7 @@ void node_tex_musgrave_ridged_multi_fractal_2d(vec3 co, { vec2 p = co.xy * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -463,7 +463,7 @@ void node_tex_musgrave_fBm_3d(vec3 co, { vec3 p = co * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float value = 0.0; @@ -503,7 +503,7 @@ void node_tex_musgrave_multi_fractal_3d(vec3 co, { vec3 p = co * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float value = 1.0; @@ -544,7 +544,7 @@ void node_tex_musgrave_hetero_terrain_3d(vec3 co, { vec3 p = co * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -590,7 +590,7 @@ void node_tex_musgrave_hybrid_multi_fractal_3d(vec3 co, { vec3 p = co * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -640,7 +640,7 @@ void node_tex_musgrave_ridged_multi_fractal_3d(vec3 co, { vec3 p = co * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -685,7 +685,7 @@ void node_tex_musgrave_fBm_4d(vec3 co, { vec4 p = vec4(co, w) * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float value = 0.0; @@ -725,7 +725,7 @@ void node_tex_musgrave_multi_fractal_4d(vec3 co, { vec4 p = vec4(co, w) * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float value = 1.0; @@ -766,7 +766,7 @@ void node_tex_musgrave_hetero_terrain_4d(vec3 co, { vec4 p = vec4(co, w) * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -812,7 +812,7 @@ void node_tex_musgrave_hybrid_multi_fractal_4d(vec3 co, { vec4 p = vec4(co, w) * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); @@ -862,7 +862,7 @@ void node_tex_musgrave_ridged_multi_fractal_4d(vec3 co, { vec4 p = vec4(co, w) * scale; float H = max(dimension, 1e-5); - float octaves = clamp(detail, 0.0, 16.0); + float octaves = clamp(detail, 0.0, 15.0); float lacunarity = max(lac, 1e-5); float pwHL = pow(lacunarity, -H); diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc index 3bf4e24ed53..81f9cd735eb 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc @@ -29,7 +29,7 @@ static void sh_node_tex_musgrave_declare(NodeDeclarationBuilder &b) b.add_input<decl::Vector>(N_("Vector")).hide_value().implicit_field(); b.add_input<decl::Float>(N_("W")).min(-1000.0f).max(1000.0f); b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f); - b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(16.0f).default_value(2.0f); + b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(15.0f).default_value(2.0f); b.add_input<decl::Float>(N_("Dimension")).min(0.0f).max(1000.0f).default_value(2.0f); b.add_input<decl::Float>(N_("Lacunarity")).min(0.0f).max(1000.0f).default_value(2.0f); b.add_input<decl::Float>(N_("Offset")).min(-1000.0f).max(1000.0f); diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc index 72892c32795..d28095edb96 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_noise.cc @@ -29,7 +29,7 @@ static void sh_node_tex_noise_declare(NodeDeclarationBuilder &b) b.add_input<decl::Vector>(N_("Vector")).implicit_field(); b.add_input<decl::Float>(N_("W")).min(-1000.0f).max(1000.0f); b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f); - b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(16.0f).default_value(2.0f); + b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(15.0f).default_value(2.0f); b.add_input<decl::Float>(N_("Roughness")) .min(0.0f) .max(1.0f) diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc b/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc index 144aa1885bd..fe534c605e9 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_wave.cc @@ -29,7 +29,7 @@ static void sh_node_tex_wave_declare(NodeDeclarationBuilder &b) b.add_input<decl::Vector>(N_("Vector")).implicit_field(); b.add_input<decl::Float>(N_("Scale")).min(-1000.0f).max(1000.0f).default_value(5.0f); b.add_input<decl::Float>(N_("Distortion")).min(-1000.0f).max(1000.0f).default_value(0.0f); - b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(16.0f).default_value(2.0f); + b.add_input<decl::Float>(N_("Detail")).min(0.0f).max(15.0f).default_value(2.0f); b.add_input<decl::Float>(N_("Detail Scale")).min(-1000.0f).max(1000.0f).default_value(1.0f); b.add_input<decl::Float>(N_("Detail Roughness")) .min(0.0f) |