/* * 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" /* Stucci */ shader node_stucci_texture( string Type = "Plastic", string Basis = "Perlin", int Hard = 0, float Turbulence = 1.0, float Size = 0.25, point Vector = P, output float Fac = 0.0) { float size = nonzero(Size, 1e-5); point p = Vector/size; float b2 = noise_basis_hard(p, Basis, Hard); float ofs = Turbulence/200.0; if(Type != "Plastic") ofs *= b2*b2; Fac = noise_basis_hard(point(p[0], p[1], p[2]+ofs), Basis, Hard); if(Type == "Wall Out") Fac = 1.0 - Fac; Fac = max(Fac, 0.0); }