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Diffstat (limited to 'intern/cycles/kernel/shaders/node_noise_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_noise_texture.osl56
1 files changed, 56 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl
new file mode 100644
index 00000000000..227b2bf8cea
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_noise_texture.osl
@@ -0,0 +1,56 @@
+/*
+ * 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"
+
+/* Noise */
+
+float noise(point p, string basis, float distortion, float detail, float fac, color Color)
+{
+ point r;
+ int hard = 0;
+
+ if (distortion != 0.0) {
+ r[0] = noise_basis(p + point(13.5), basis) * distortion;
+ r[1] = noise_basis(p, basis) * distortion;
+ r[2] = noise_basis(p - point(13.5), basis) * distortion;
+
+ p += r;
+ }
+
+ fac = noise_turbulence(p, basis, detail, hard);
+
+ Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), basis, detail, hard),
+ noise_turbulence(point(p[1], p[2], p[0]), basis, detail, hard));
+
+ return fac;
+}
+
+shader node_noise_texture(
+ float Distortion = 0.0,
+ float Scale = 5.0,
+ float Detail = 2.0,
+ point Vector = P,
+ output float Fac = 0.0,
+ output color Color = color(0.2, 0.2, 0.2))
+{
+ string Basis = "Perlin";
+ Fac = noise(Vector * Scale, Basis, Distortion, Detail, Fac, Color);
+}
+