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Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl')
-rw-r--r--intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl803
1 files changed, 803 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl
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index 00000000000..0e71ce74c29
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+++ b/intern/cycles/kernel/osl/shaders/node_musgrave_texture.osl
@@ -0,0 +1,803 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "node_noise.h"
+#include "stdcycles.h"
+#include "vector2.h"
+#include "vector4.h"
+
+#define vector3 point
+
+/* 1D Musgrave fBm
+ *
+ * H: fractal increment parameter
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ *
+ * from "Texturing and Modelling: A procedural approach"
+ */
+
+float noise_musgrave_fBm_1d(float co, float H, float lacunarity, float octaves)
+{
+ float p = co;
+ float value = 0.0;
+ float pwr = 1.0;
+ float pwHL = pow(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value += safe_snoise(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value += rmd * safe_snoise(p) * pwr;
+ }
+
+ return value;
+}
+
+/* 1D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float noise_musgrave_multi_fractal_1d(float co, float H, float lacunarity, float octaves)
+{
+ float p = co;
+ float value = 1.0;
+ float pwr = 1.0;
+ float pwHL = pow(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value *= (pwr * safe_snoise(p) + 1.0);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */
+ }
+
+ return value;
+}
+
+/* 1D Musgrave Heterogeneous Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hetero_terrain_1d(
+ float co, float H, float lacunarity, float octaves, float offset)
+{
+ float p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ float value = offset + safe_snoise(p);
+ p *= lacunarity;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ float increment = (safe_snoise(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float increment = (safe_snoise(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* 1D Hybrid Additive/Multiplicative Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hybrid_multi_fractal_1d(
+ float co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ float p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ float value = safe_snoise(p) + offset;
+ float weight = gain * value;
+ p *= lacunarity;
+
+ for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
+ if (weight > 1.0) {
+ weight = 1.0;
+ }
+
+ float signal = (safe_snoise(p) + offset) * pwr;
+ pwr *= pwHL;
+ value += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value += rmd * ((safe_snoise(p) + offset) * pwr);
+ }
+
+ return value;
+}
+
+/* 1D Ridged Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_ridged_multi_fractal_1d(
+ float co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ float p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ float signal = offset - fabs(safe_snoise(p));
+ signal *= signal;
+ float value = signal;
+ float weight = 1.0;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ p *= lacunarity;
+ weight = clamp(signal * gain, 0.0, 1.0);
+ signal = offset - fabs(safe_snoise(p));
+ signal *= signal;
+ signal *= weight;
+ value += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return value;
+}
+
+/* 2D Musgrave fBm
+ *
+ * H: fractal increment parameter
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ *
+ * from "Texturing and Modelling: A procedural approach"
+ */
+
+float noise_musgrave_fBm_2d(vector2 co, float H, float lacunarity, float octaves)
+{
+ vector2 p = co;
+ float value = 0.0;
+ float pwr = 1.0;
+ float pwHL = pow(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value += safe_snoise(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value += rmd * safe_snoise(p) * pwr;
+ }
+
+ return value;
+}
+
+/* 2D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float noise_musgrave_multi_fractal_2d(vector2 co, float H, float lacunarity, float octaves)
+{
+ vector2 p = co;
+ float value = 1.0;
+ float pwr = 1.0;
+ float pwHL = pow(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value *= (pwr * safe_snoise(p) + 1.0);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */
+ }
+
+ return value;
+}
+
+/* 2D Musgrave Heterogeneous Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hetero_terrain_2d(
+ vector2 co, float H, float lacunarity, float octaves, float offset)
+{
+ vector2 p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ float value = offset + safe_snoise(p);
+ p *= lacunarity;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ float increment = (safe_snoise(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float increment = (safe_snoise(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* 2D Hybrid Additive/Multiplicative Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hybrid_multi_fractal_2d(
+ vector2 co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ vector2 p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ float value = safe_snoise(p) + offset;
+ float weight = gain * value;
+ p *= lacunarity;
+
+ for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
+ if (weight > 1.0) {
+ weight = 1.0;
+ }
+
+ float signal = (safe_snoise(p) + offset) * pwr;
+ pwr *= pwHL;
+ value += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value += rmd * ((safe_snoise(p) + offset) * pwr);
+ }
+
+ return value;
+}
+
+/* 2D Ridged Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_ridged_multi_fractal_2d(
+ vector2 co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ vector2 p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ float signal = offset - fabs(safe_snoise(p));
+ signal *= signal;
+ float value = signal;
+ float weight = 1.0;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ p *= lacunarity;
+ weight = clamp(signal * gain, 0.0, 1.0);
+ signal = offset - fabs(safe_snoise(p));
+ signal *= signal;
+ signal *= weight;
+ value += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return value;
+}
+
+/* 3D Musgrave fBm
+ *
+ * H: fractal increment parameter
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ *
+ * from "Texturing and Modelling: A procedural approach"
+ */
+
+float noise_musgrave_fBm_3d(vector3 co, float H, float lacunarity, float octaves)
+{
+ vector3 p = co;
+ float value = 0.0;
+ float pwr = 1.0;
+ float pwHL = pow(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value += safe_snoise(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value += rmd * safe_snoise(p) * pwr;
+ }
+
+ return value;
+}
+
+/* 3D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float noise_musgrave_multi_fractal_3d(vector3 co, float H, float lacunarity, float octaves)
+{
+ vector3 p = co;
+ float value = 1.0;
+ float pwr = 1.0;
+ float pwHL = pow(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value *= (pwr * safe_snoise(p) + 1.0);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */
+ }
+
+ return value;
+}
+
+/* 3D Musgrave Heterogeneous Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hetero_terrain_3d(
+ vector3 co, float H, float lacunarity, float octaves, float offset)
+{
+ vector3 p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ float value = offset + safe_snoise(p);
+ p *= lacunarity;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ float increment = (safe_snoise(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float increment = (safe_snoise(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* 3D Hybrid Additive/Multiplicative Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hybrid_multi_fractal_3d(
+ vector3 co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ vector3 p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ float value = safe_snoise(p) + offset;
+ float weight = gain * value;
+ p *= lacunarity;
+
+ for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
+ if (weight > 1.0) {
+ weight = 1.0;
+ }
+
+ float signal = (safe_snoise(p) + offset) * pwr;
+ pwr *= pwHL;
+ value += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value += rmd * ((safe_snoise(p) + offset) * pwr);
+ }
+
+ return value;
+}
+
+/* 3D Ridged Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_ridged_multi_fractal_3d(
+ vector3 co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ vector3 p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ float signal = offset - fabs(safe_snoise(p));
+ signal *= signal;
+ float value = signal;
+ float weight = 1.0;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ p *= lacunarity;
+ weight = clamp(signal * gain, 0.0, 1.0);
+ signal = offset - fabs(safe_snoise(p));
+ signal *= signal;
+ signal *= weight;
+ value += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return value;
+}
+
+/* 4D Musgrave fBm
+ *
+ * H: fractal increment parameter
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ *
+ * from "Texturing and Modelling: A procedural approach"
+ */
+
+float noise_musgrave_fBm_4d(vector4 co, float H, float lacunarity, float octaves)
+{
+ vector4 p = co;
+ float value = 0.0;
+ float pwr = 1.0;
+ float pwHL = pow(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value += safe_snoise(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value += rmd * safe_snoise(p) * pwr;
+ }
+
+ return value;
+}
+
+/* 4D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float noise_musgrave_multi_fractal_4d(vector4 co, float H, float lacunarity, float octaves)
+{
+ vector4 p = co;
+ float value = 1.0;
+ float pwr = 1.0;
+ float pwHL = pow(lacunarity, -H);
+
+ for (int i = 0; i < (int)octaves; i++) {
+ value *= (pwr * safe_snoise(p) + 1.0);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */
+ }
+
+ return value;
+}
+
+/* 4D Musgrave Heterogeneous Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hetero_terrain_4d(
+ vector4 co, float H, float lacunarity, float octaves, float offset)
+{
+ vector4 p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ float value = offset + safe_snoise(p);
+ p *= lacunarity;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ float increment = (safe_snoise(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float increment = (safe_snoise(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* 4D Hybrid Additive/Multiplicative Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hybrid_multi_fractal_4d(
+ vector4 co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ vector4 p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ float value = safe_snoise(p) + offset;
+ float weight = gain * value;
+ p *= lacunarity;
+
+ for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
+ if (weight > 1.0) {
+ weight = 1.0;
+ }
+
+ float signal = (safe_snoise(p) + offset) * pwr;
+ pwr *= pwHL;
+ value += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value += rmd * ((safe_snoise(p) + offset) * pwr);
+ }
+
+ return value;
+}
+
+/* 4D Ridged Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_ridged_multi_fractal_4d(
+ vector4 co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ vector4 p = co;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ float signal = offset - fabs(safe_snoise(p));
+ signal *= signal;
+ float value = signal;
+ float weight = 1.0;
+
+ for (int i = 1; i < (int)octaves; i++) {
+ p *= lacunarity;
+ weight = clamp(signal * gain, 0.0, 1.0);
+ signal = offset - fabs(safe_snoise(p));
+ signal *= signal;
+ signal *= weight;
+ value += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return value;
+}
+
+shader node_musgrave_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
+ string musgrave_type = "fBM",
+ string dimensions = "3D",
+ point Vector = P,
+ float W = 0.0,
+ float Dimension = 2.0,
+ float Scale = 5.0,
+ float Detail = 2.0,
+ float Lacunarity = 2.0,
+ float Offset = 0.0,
+ float Gain = 1.0,
+ output float Fac = 0.0)
+{
+ float dimension = max(Dimension, 1e-5);
+ float octaves = clamp(Detail, 0.0, 16.0);
+ float lacunarity = max(Lacunarity, 1e-5);
+
+ vector3 s = Vector;
+
+ if (use_mapping)
+ s = transform(mapping, s);
+
+ if (dimensions == "1D") {
+ float p = W * Scale;
+ if (musgrave_type == "multifractal") {
+ Fac = noise_musgrave_multi_fractal_1d(p, dimension, lacunarity, octaves);
+ }
+ else if (musgrave_type == "fBM") {
+ Fac = noise_musgrave_fBm_1d(p, dimension, lacunarity, octaves);
+ }
+ else if (musgrave_type == "hybrid_multifractal") {
+ Fac = noise_musgrave_hybrid_multi_fractal_1d(
+ p, dimension, lacunarity, octaves, Offset, Gain);
+ }
+ else if (musgrave_type == "ridged_multifractal") {
+ Fac = noise_musgrave_ridged_multi_fractal_1d(
+ p, dimension, lacunarity, octaves, Offset, Gain);
+ }
+ else if (musgrave_type == "hetero_terrain") {
+ Fac = noise_musgrave_hetero_terrain_1d(p, dimension, lacunarity, octaves, Offset);
+ }
+ else {
+ Fac = 0.0;
+ }
+ }
+ else if (dimensions == "2D") {
+ vector2 p = vector2(s[0], s[1]) * Scale;
+ if (musgrave_type == "multifractal") {
+ Fac = noise_musgrave_multi_fractal_2d(p, dimension, lacunarity, octaves);
+ }
+ else if (musgrave_type == "fBM") {
+ Fac = noise_musgrave_fBm_2d(p, dimension, lacunarity, octaves);
+ }
+ else if (musgrave_type == "hybrid_multifractal") {
+ Fac = noise_musgrave_hybrid_multi_fractal_2d(
+ p, dimension, lacunarity, octaves, Offset, Gain);
+ }
+ else if (musgrave_type == "ridged_multifractal") {
+ Fac = noise_musgrave_ridged_multi_fractal_2d(
+ p, dimension, lacunarity, octaves, Offset, Gain);
+ }
+ else if (musgrave_type == "hetero_terrain") {
+ Fac = noise_musgrave_hetero_terrain_2d(p, dimension, lacunarity, octaves, Offset);
+ }
+ else {
+ Fac = 0.0;
+ }
+ }
+ else if (dimensions == "3D") {
+ vector3 p = s * Scale;
+ if (musgrave_type == "multifractal") {
+ Fac = noise_musgrave_multi_fractal_3d(p, dimension, lacunarity, octaves);
+ }
+ else if (musgrave_type == "fBM") {
+ Fac = noise_musgrave_fBm_3d(p, dimension, lacunarity, octaves);
+ }
+ else if (musgrave_type == "hybrid_multifractal") {
+ Fac = noise_musgrave_hybrid_multi_fractal_3d(
+ p, dimension, lacunarity, octaves, Offset, Gain);
+ }
+ else if (musgrave_type == "ridged_multifractal") {
+ Fac = noise_musgrave_ridged_multi_fractal_3d(
+ p, dimension, lacunarity, octaves, Offset, Gain);
+ }
+ else if (musgrave_type == "hetero_terrain") {
+ Fac = noise_musgrave_hetero_terrain_3d(p, dimension, lacunarity, octaves, Offset);
+ }
+ else {
+ Fac = 0.0;
+ }
+ }
+ else if (dimensions == "4D") {
+ vector4 p = vector4(s[0], s[1], s[2], W) * Scale;
+ if (musgrave_type == "multifractal") {
+ Fac = noise_musgrave_multi_fractal_4d(p, dimension, lacunarity, octaves);
+ }
+ else if (musgrave_type == "fBM") {
+ Fac = noise_musgrave_fBm_4d(p, dimension, lacunarity, octaves);
+ }
+ else if (musgrave_type == "hybrid_multifractal") {
+ Fac = noise_musgrave_hybrid_multi_fractal_4d(
+ p, dimension, lacunarity, octaves, Offset, Gain);
+ }
+ else if (musgrave_type == "ridged_multifractal") {
+ Fac = noise_musgrave_ridged_multi_fractal_4d(
+ p, dimension, lacunarity, octaves, Offset, Gain);
+ }
+ else if (musgrave_type == "hetero_terrain") {
+ Fac = noise_musgrave_hetero_terrain_4d(p, dimension, lacunarity, octaves, Offset);
+ }
+ else {
+ Fac = 0.0;
+ }
+ }
+ else {
+ Fac = 0.0;
+ }
+}