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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"
/* Wood */
float wood(point p, float size, string type, string wave, string basis, int hard, float turb)
{
float x = p[0];
float y = p[1];
float z = p[2];
float result = 0.0;
if(type == "Bands") {
result = noise_wave(wave, (x + y + z)*10.0);
}
else if(type == "Rings") {
result = noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0);
}
else if (type == "Band Noise") {
float wi = turb*noise_basis_hard(p/size, basis, hard);
result = noise_wave(wave, (x + y + z)*10.0 + wi);
}
else if (type == "Ring Noise") {
float wi = turb*noise_basis_hard(p/size, basis, hard);
result = noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0 + wi);
}
return result;
}
shader node_wood_texture(
string Type = "Bands",
string Wave = "Sine",
string Basis = "Perlin",
int Hard = 0,
float Size = 0.25,
float Turbulence = 5.0,
point Vector = P,
output float Fac = 0.0)
{
float size = nonzero(Size, 1e-5);
Fac = wood(Vector, size, Type, Wave, Basis, Hard, Turbulence);
}
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