/* * 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" /* Marble */ float marble(point p, float size, string type, string wave, string basis, int hard, float turb, int depth) { float x = p[0]; float y = p[1]; float z = p[2]; float n = 5.0 * (x + y + z); float mi = n + turb * noise_turbulence(p/size, basis, depth, hard); mi = noise_wave(wave, mi); if(type == "Sharp") mi = sqrt(mi); else if(type == "Sharper") mi = sqrt(sqrt(mi)); return mi; } shader node_marble_texture( string Type = "Soft", string Wave = "Sine", string Basis = "Perlin", int Hard = 0, float Size = 0.25, float Turbulence = 5.0, int Depth = 2, point Vector = P, output float Fac = 0.0) { float size = nonzero(Size, 1e-5); Fac = marble(Vector, size, Type, Wave, Basis, Hard, Turbulence, Depth); }