1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
|
/*
* 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);
}
|