Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_noise.h52
-rw-r--r--intern/cycles/kernel/shaders/node_noise_texture.osl44
-rw-r--r--intern/cycles/kernel/shaders/node_wave_texture.osl9
3 files changed, 58 insertions, 47 deletions
diff --git a/intern/cycles/kernel/shaders/node_noise.h b/intern/cycles/kernel/shaders/node_noise.h
index 23d1987a00e..ab4cd7792cc 100644
--- a/intern/cycles/kernel/shaders/node_noise.h
+++ b/intern/cycles/kernel/shaders/node_noise.h
@@ -84,114 +84,118 @@ float safe_snoise(vector4 p)
}
/* The fractal_noise functions are all exactly the same except for the input type. */
-float fractal_noise(float p, float details)
+float fractal_noise(float p, float details, float roughness)
{
float fscale = 1.0;
float amp = 1.0;
+ float maxamp = 0.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 16.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_noise(fscale * p);
sum += t * amp;
- amp *= 0.5;
+ maxamp += amp;
+ amp *= clamp(roughness, 0.0, 1.0);
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_noise(fscale * p);
float sum2 = sum + t * amp;
- sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
- sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
+ sum /= maxamp;
+ sum2 /= maxamp + amp;
return (1.0 - rmd) * sum + rmd * sum2;
}
else {
- sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
- return sum;
+ return sum / maxamp;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
-float fractal_noise(vector2 p, float details)
+float fractal_noise(vector2 p, float details, float roughness)
{
float fscale = 1.0;
float amp = 1.0;
+ float maxamp = 0.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 16.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_noise(fscale * p);
sum += t * amp;
- amp *= 0.5;
+ maxamp += amp;
+ amp *= clamp(roughness, 0.0, 1.0);
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_noise(fscale * p);
float sum2 = sum + t * amp;
- sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
- sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
+ sum /= maxamp;
+ sum2 /= maxamp + amp;
return (1.0 - rmd) * sum + rmd * sum2;
}
else {
- sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
- return sum;
+ return sum / maxamp;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
-float fractal_noise(vector3 p, float details)
+float fractal_noise(vector3 p, float details, float roughness)
{
float fscale = 1.0;
float amp = 1.0;
+ float maxamp = 0.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 16.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_noise(fscale * p);
sum += t * amp;
- amp *= 0.5;
+ maxamp += amp;
+ amp *= clamp(roughness, 0.0, 1.0);
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_noise(fscale * p);
float sum2 = sum + t * amp;
- sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
- sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
+ sum /= maxamp;
+ sum2 /= maxamp + amp;
return (1.0 - rmd) * sum + rmd * sum2;
}
else {
- sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
- return sum;
+ return sum / maxamp;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
-float fractal_noise(vector4 p, float details)
+float fractal_noise(vector4 p, float details, float roughness)
{
float fscale = 1.0;
float amp = 1.0;
+ float maxamp = 0.0;
float sum = 0.0;
float octaves = clamp(details, 0.0, 16.0);
int n = (int)octaves;
for (int i = 0; i <= n; i++) {
float t = safe_noise(fscale * p);
sum += t * amp;
- amp *= 0.5;
+ maxamp += amp;
+ amp *= clamp(roughness, 0.0, 1.0);
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = safe_noise(fscale * p);
float sum2 = sum + t * amp;
- sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
- sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
+ sum /= maxamp;
+ sum2 /= maxamp + amp;
return (1.0 - rmd) * sum + rmd * sum2;
}
else {
- sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
- return sum;
+ return sum / maxamp;
}
}
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl
index 4121b415673..61c0216910b 100644
--- a/intern/cycles/kernel/shaders/node_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_noise_texture.osl
@@ -55,21 +55,22 @@ vector4 random_vector4_offset(float seed)
100.0 + noise("hash", seed, 3.0) * 100.0);
}
-float noise_texture(float co, float detail, float distortion, output color Color)
+float noise_texture(float co, float detail, float roughness, float distortion, output color Color)
{
float p = co;
if (distortion != 0.0) {
p += safe_snoise(p + random_float_offset(0.0)) * distortion;
}
- float value = fractal_noise(p, detail);
+ float value = fractal_noise(p, detail, roughness);
Color = color(value,
- fractal_noise(p + random_float_offset(1.0), detail),
- fractal_noise(p + random_float_offset(2.0), detail));
+ fractal_noise(p + random_float_offset(1.0), detail, roughness),
+ fractal_noise(p + random_float_offset(2.0), detail, roughness));
return value;
}
-float noise_texture(vector2 co, float detail, float distortion, output color Color)
+float noise_texture(
+ vector2 co, float detail, float roughness, float distortion, output color Color)
{
vector2 p = co;
if (distortion != 0.0) {
@@ -77,14 +78,15 @@ float noise_texture(vector2 co, float detail, float distortion, output color Col
safe_snoise(p + random_vector2_offset(1.0)) * distortion);
}
- float value = fractal_noise(p, detail);
+ float value = fractal_noise(p, detail, roughness);
Color = color(value,
- fractal_noise(p + random_vector2_offset(2.0), detail),
- fractal_noise(p + random_vector2_offset(3.0), detail));
+ fractal_noise(p + random_vector2_offset(2.0), detail, roughness),
+ fractal_noise(p + random_vector2_offset(3.0), detail, roughness));
return value;
}
-float noise_texture(vector3 co, float detail, float distortion, output color Color)
+float noise_texture(
+ vector3 co, float detail, float roughness, float distortion, output color Color)
{
vector3 p = co;
if (distortion != 0.0) {
@@ -93,14 +95,15 @@ float noise_texture(vector3 co, float detail, float distortion, output color Col
safe_snoise(p + random_vector3_offset(2.0)) * distortion);
}
- float value = fractal_noise(p, detail);
+ float value = fractal_noise(p, detail, roughness);
Color = color(value,
- fractal_noise(p + random_vector3_offset(3.0), detail),
- fractal_noise(p + random_vector3_offset(4.0), detail));
+ fractal_noise(p + random_vector3_offset(3.0), detail, roughness),
+ fractal_noise(p + random_vector3_offset(4.0), detail, roughness));
return value;
}
-float noise_texture(vector4 co, float detail, float distortion, output color Color)
+float noise_texture(
+ vector4 co, float detail, float roughness, float distortion, output color Color)
{
vector4 p = co;
if (distortion != 0.0) {
@@ -110,10 +113,10 @@ float noise_texture(vector4 co, float detail, float distortion, output color Col
safe_snoise(p + random_vector4_offset(3.0)) * distortion);
}
- float value = fractal_noise(p, detail);
+ float value = fractal_noise(p, detail, roughness);
Color = color(value,
- fractal_noise(p + random_vector4_offset(4.0), detail),
- fractal_noise(p + random_vector4_offset(5.0), detail));
+ fractal_noise(p + random_vector4_offset(4.0), detail, roughness),
+ fractal_noise(p + random_vector4_offset(5.0), detail, roughness));
return value;
}
@@ -124,6 +127,7 @@ shader node_noise_texture(int use_mapping = 0,
float W = 0.0,
float Scale = 5.0,
float Detail = 2.0,
+ float Roughness = 0.5,
float Distortion = 0.0,
output float Fac = 0.0,
output color Color = 0.0)
@@ -136,13 +140,13 @@ shader node_noise_texture(int use_mapping = 0,
float w = W * Scale;
if (dimensions == "1D")
- Fac = noise_texture(w, Detail, Distortion, Color);
+ Fac = noise_texture(w, Detail, Roughness, Distortion, Color);
else if (dimensions == "2D")
- Fac = noise_texture(vector2(p[0], p[1]), Detail, Distortion, Color);
+ Fac = noise_texture(vector2(p[0], p[1]), Detail, Roughness, Distortion, Color);
else if (dimensions == "3D")
- Fac = noise_texture(p, Detail, Distortion, Color);
+ Fac = noise_texture(p, Detail, Roughness, Distortion, Color);
else if (dimensions == "4D")
- Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Distortion, Color);
+ Fac = noise_texture(vector4(p[0], p[1], p[2], w), Detail, Roughness, Distortion, Color);
else
error("Unknown dimension!");
}
diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl
index f17397be243..874bfb8d3af 100644
--- a/intern/cycles/kernel/shaders/node_wave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_wave_texture.osl
@@ -24,9 +24,10 @@ float wave(point p_input,
string bands_direction,
string rings_direction,
string profile,
- float detail,
float distortion,
+ float detail,
float dscale,
+ float droughness,
float phase)
{
/* Prevent precision issues on unit coordinates. */
@@ -67,7 +68,7 @@ float wave(point p_input,
n += phase;
if (distortion != 0.0) {
- n = n + (distortion * (fractal_noise(p * dscale, detail) * 2.0 - 1.0));
+ n = n + (distortion * (fractal_noise(p * dscale, detail, droughness) * 2.0 - 1.0));
}
if (profile == "sine") {
@@ -93,6 +94,7 @@ shader node_wave_texture(int use_mapping = 0,
float Distortion = 0.0,
float Detail = 2.0,
float DetailScale = 1.0,
+ float DetailRoughness = 0.5,
float PhaseOffset = 0.0,
point Vector = P,
output float Fac = 0.0,
@@ -108,9 +110,10 @@ shader node_wave_texture(int use_mapping = 0,
bands_direction,
rings_direction,
profile,
- Detail,
Distortion,
+ Detail,
DetailScale,
+ DetailRoughness,
PhaseOffset);
Color = Fac;
}