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/*
* Copyright 2012, 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"
/* Wave */
float wave(point p, float scale, string type, float detail, float distortion, float dscale)
{
float x = p[0] * scale;
float y = p[1] * scale;
float z = p[2] * scale;
float result = 0.0;
float n = 0.0;
if (type == "Bands") {
n = (x + y + z) * 10.0;
}
else if (type == "Rings") {
n = (sqrt(x * x + y * y + z * z) * 20.0);
}
if (distortion != 0.0) {
n = n + (distortion * noise_turbulence(p * dscale, "Perlin", detail, 0));
}
result = noise_wave("Sine", n);
return result;
}
shader node_wave_texture(
string Type = "Bands",
float Scale = 5.0,
float Distortion = 0.0,
float Detail = 2.0,
float DetailScale = 1.0,
point Vector = P,
output float Fac = 0.0,
output color Color = color (0.0, 0.0, 0.0))
{
Fac = wave(Vector, Scale, Type, Detail, Distortion, DetailScale);
Color = color(Fac, Fac, Fac);
}
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