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Diffstat (limited to 'intern/cycles/kernel/osl/nodes/node_wood_texture.osl')
-rw-r--r--intern/cycles/kernel/osl/nodes/node_wood_texture.osl63
1 files changed, 63 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/nodes/node_wood_texture.osl b/intern/cycles/kernel/osl/nodes/node_wood_texture.osl
new file mode 100644
index 00000000000..f1d2e278597
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_wood_texture.osl
@@ -0,0 +1,63 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "stdosl.h"
+#include "node_texture.h"
+
+/* Wood */
+
+float wood(point p, float size, string type, string wave, string basis, int hard, float turb)
+{
+ float x = p[0];
+ float y = p[1];
+ float z = p[2];
+
+ float result = 0.0;
+
+ if(type == "Bands") {
+ result = noise_wave(wave, (x + y + z)*10.0);
+ }
+ else if(type == "Rings") {
+ result = noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0);
+ }
+ else if (type == "Band Noise") {
+ float wi = turb*noise_basis_hard(p/size, basis, hard);
+ result = noise_wave(wave, (x + y + z)*10.0 + wi);
+ }
+ else if (type == "Ring Noise") {
+ float wi = turb*noise_basis_hard(p/size, basis, hard);
+ result = noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0 + wi);
+ }
+
+ return result;
+}
+
+shader node_wood_texture(
+ string Type = "Bands",
+ string Wave = "Sine",
+ string Basis = "Perlin",
+ int Hard = 0,
+ float Size = 0.25,
+ float Turbulence = 5.0,
+ point Vector = P,
+ output float Fac = 0.0)
+{
+ float size = nonzero(Size, 1e-5);
+ Fac = wood(Vector, size, Type, Wave, Basis, Hard, Turbulence);
+}
+