/* * 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" /* Distorted Noise (variable lacunarity noise) */ float noise_distorted(point p, string basis, string distortion_basis, float distortion) { point r; 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; return noise_basis(p + r, distortion_basis); /* distorted-domain noise */ } shader node_distorted_noise_texture( string Basis = "Perlin", string DistortionBasis = "Perlin", float Distortion = 1.0, float Size = 0.25, point Vector = P, output float Fac = 0.0) { float size = nonzero(Size, 1e-5); Fac = noise_distorted(Vector/size, Basis, DistortionBasis, Distortion); }