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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.osl128
1 files changed, 108 insertions, 20 deletions
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl
index 2cbd571e206..242a7e33f60 100644
--- a/intern/cycles/kernel/shaders/node_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_noise_texture.osl
@@ -15,46 +15,134 @@
*/
#include "stdosl.h"
-#include "node_texture.h"
+#include "vector2.h"
+#include "vector4.h"
+#include "node_noise.h"
-/* Noise */
+#define vector3 point
-float noise(point ip, float distortion, float detail, output color Color)
+/* The following offset functions generate random offsets to be added to texture
+ * coordinates to act as a seed since the noise functions don't have seed values.
+ * A seed value is needed for generating distortion textures and color outputs.
+ * The offset's components are in the range [100, 200], not too high to cause
+ * bad precision and not to small to be noticeable. We use float seed because
+ * OSL only support float hashes.
+ */
+
+float random_float_offset(float seed)
+{
+ return 100.0 + noise("hash", seed) * 100.0;
+}
+
+vector2 random_vector2_offset(float seed)
+{
+ return vector2(100.0 + noise("hash", seed, 0.0) * 100.0,
+ 100.0 + noise("hash", seed, 1.0) * 100.0);
+}
+
+vector3 random_vector3_offset(float seed)
{
- point r;
- point p = ip;
- int hard = 0;
+ return vector3(100.0 + noise("hash", seed, 0.0) * 100.0,
+ 100.0 + noise("hash", seed, 1.0) * 100.0,
+ 100.0 + noise("hash", seed, 2.0) * 100.0);
+}
+
+vector4 random_vector4_offset(float seed)
+{
+ return vector4(100.0 + noise("hash", seed, 0.0) * 100.0,
+ 100.0 + noise("hash", seed, 1.0) * 100.0,
+ 100.0 + noise("hash", seed, 2.0) * 100.0,
+ 100.0 + noise("hash", seed, 3.0) * 100.0);
+}
+float noise_texture(float co, float detail, float distortion, output color Color)
+{
+ float p = co;
if (distortion != 0.0) {
- r[0] = safe_noise(p + point(13.5), "unsigned") * distortion;
- r[1] = safe_noise(p, "unsigned") * distortion;
- r[2] = safe_noise(p - point(13.5), "unsigned") * distortion;
+ p += safe_noise(p + random_float_offset(0.0)) * distortion;
+ }
+
+ float value = fractal_noise(p, detail);
+ Color = color(value,
+ fractal_noise(p + random_float_offset(1.0), detail),
+ fractal_noise(p + random_float_offset(2.0), detail));
+ return value;
+}
- p += r;
+float noise_texture(vector2 co, float detail, float distortion, output color Color)
+{
+ vector2 p = co;
+ if (distortion != 0.0) {
+ p += vector2(safe_noise(p + random_vector2_offset(0.0)) * distortion,
+ safe_noise(p + random_vector2_offset(1.0)) * distortion);
}
- float fac = noise_turbulence(p, detail, hard);
+ float value = fractal_noise(p, detail);
+ Color = color(value,
+ fractal_noise(p + random_vector2_offset(2.0), detail),
+ fractal_noise(p + random_vector2_offset(3.0), detail));
+ return value;
+}
- Color = color(fac,
- noise_turbulence(point(p[1], p[0], p[2]), detail, hard),
- noise_turbulence(point(p[1], p[2], p[0]), detail, hard));
+float noise_texture(vector3 co, float detail, float distortion, output color Color)
+{
+ vector3 p = co;
+ if (distortion != 0.0) {
+ p += vector3(safe_noise(p + random_vector3_offset(0.0)) * distortion,
+ safe_noise(p + random_vector3_offset(1.0)) * distortion,
+ safe_noise(p + random_vector3_offset(2.0)) * distortion);
+ }
- return fac;
+ float value = fractal_noise(p, detail);
+ Color = color(value,
+ fractal_noise(p + random_vector3_offset(3.0), detail),
+ fractal_noise(p + random_vector3_offset(4.0), detail));
+ return value;
+}
+
+float noise_texture(vector4 co, float detail, float distortion, output color Color)
+{
+ vector4 p = co;
+ if (distortion != 0.0) {
+ p += vector4(safe_noise(p + random_vector4_offset(0.0)) * distortion,
+ safe_noise(p + random_vector4_offset(1.0)) * distortion,
+ safe_noise(p + random_vector4_offset(2.0)) * distortion,
+ safe_noise(p + random_vector4_offset(3.0)) * distortion);
+ }
+
+ float value = fractal_noise(p, detail);
+ Color = color(value,
+ fractal_noise(p + random_vector4_offset(4.0), detail),
+ fractal_noise(p + random_vector4_offset(5.0), detail));
+ return value;
}
shader node_noise_texture(int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
- float Distortion = 0.0,
+ string dimensions = "3D",
+ vector3 Vector = vector3(0, 0, 0),
+ float W = 0.0,
float Scale = 5.0,
float Detail = 2.0,
- point Vector = P,
+ float Distortion = 0.0,
output float Fac = 0.0,
output color Color = 0.0)
{
- point p = Vector;
-
+ vector3 p = Vector;
if (use_mapping)
p = transform(mapping, p);
+
+ p *= Scale;
+ float w = W * Scale;
- Fac = noise(p * Scale, Distortion, Detail, Color);
+ if (dimensions == "1D")
+ Fac = noise_texture(w, Detail, Distortion, Color);
+ else if (dimensions == "2D")
+ Fac = noise_texture(vector2(p[0], p[1]), Detail, Distortion, Color);
+ else if (dimensions == "3D")
+ Fac = noise_texture(p, Detail, Distortion, Color);
+ else if (dimensions == "4D")
+ Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Distortion, Color);
+ else
+ error("Unknown dimension!");
}