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/*
* 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);
}
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