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authorHans Goudey <h.goudey@me.com>2021-11-02 21:44:17 +0300
committerHans Goudey <h.goudey@me.com>2021-11-02 21:44:17 +0300
commit5cd1210b52baf57ef290812620bfeb5b9ca0ec09 (patch)
treeb48e60166a115a42c1050b22a77644eebb986b9b /source/blender
parent3dcd042bfc979a5b8c096104f16a62e919ed2d2a (diff)
parent7aa311e5396bca5d65ba9cd00060d61bafbf28e9 (diff)
Merge branch 'blender-v3.0-release'
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/intern/attribute_access.cc24
-rw-r--r--source/blender/blenlib/intern/noise.cc94
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl8
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl40
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_noise.cc2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_wave.cc2
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)