This path merges the Musgrave and Noise Texture nodes into a single combined Noise Texture node. The reasoning is that both nodes intrinsically do the same thing, which is the layering of Perlin noise derivatives to produce fractal noise. So the patch de-duplicates code and unifies the use of fractal noise for the end use. Since the Noise node had a Distortion input and a Color output, while the Musgrave node did not, those are now available to the Musgrave types as new functionalities. The Dimension input of the Musgrave node is analogous to the Roughness input of the Noise node, so both inputs were unified to follow the same behavior of the Roughness input, which is arguable more intuitive to control. Similarly, the Detail input was slightly different across both nodes, since the Noise node evaluated one extra layer of noise. This was also unified to follow the behavior of the Noise node. The patch, coincidentally fixes an unreported bug causing repeated output for certain noise types and another floating precision bug #112180. The versioning code implemented with this patch ensures backward compatibility for both the Musgrave and Noise Texture nodes. When opening older Blender files in Blender 4.1 the output of both nodes are guaranteed to always be exactly identical to that of Blender files created before the nodes were merged in all cases. Forward compatibility with Blender 4.0 is implemented by #114236. Forward compatibility with Blender 3.6 LTS is implemented by #115015. Pull Request: #111187
108 lines
2.7 KiB
Plaintext
108 lines
2.7 KiB
Plaintext
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "node_noise.h"
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#include "stdcycles.h"
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/* Wave */
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float wave(point p_input,
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string type,
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string bands_direction,
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string rings_direction,
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string profile,
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float distortion,
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float detail,
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float dscale,
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float droughness,
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float phase)
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{
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/* Prevent precision issues on unit coordinates. */
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point p = (p_input + 0.000001) * 0.999999;
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float n = 0.0;
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if (type == "bands") {
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if (bands_direction == "x") {
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n = p[0] * 20.0;
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}
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else if (bands_direction == "y") {
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n = p[1] * 20.0;
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}
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else if (bands_direction == "z") {
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n = p[2] * 20.0;
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}
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else { /* diagonal */
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n = (p[0] + p[1] + p[2]) * 10.0;
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}
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}
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else if (type == "rings") {
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point rp = p;
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if (rings_direction == "x") {
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rp *= point(0.0, 1.0, 1.0);
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}
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else if (rings_direction == "y") {
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rp *= point(1.0, 0.0, 1.0);
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}
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else if (rings_direction == "z") {
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rp *= point(1.0, 1.0, 0.0);
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}
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/* else: "spherical" */
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n = length(rp) * 20.0;
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}
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n += phase;
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if (distortion != 0.0) {
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n = n + (distortion * (noise_fbm(p * dscale, detail, droughness, 2.0, 1) * 2.0 - 1.0));
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}
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if (profile == "sine") {
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return 0.5 + 0.5 * sin(n - M_PI_2);
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}
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else if (profile == "saw") {
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n /= M_2PI;
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return n - floor(n);
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}
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else { /* profile tri */
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n /= M_2PI;
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return abs(n - floor(n + 0.5)) * 2.0;
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}
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}
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shader node_wave_texture(int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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string wave_type = "bands",
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string bands_direction = "x",
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string rings_direction = "x",
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string profile = "sine",
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float Scale = 5.0,
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float Distortion = 0.0,
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float Detail = 2.0,
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float DetailScale = 1.0,
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float DetailRoughness = 0.5,
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float PhaseOffset = 0.0,
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point Vector = P,
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output float Fac = 0.0,
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output color Color = 0.0)
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{
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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Fac = wave(p * Scale,
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wave_type,
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bands_direction,
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rings_direction,
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profile,
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Distortion,
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Detail,
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DetailScale,
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DetailRoughness,
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PhaseOffset);
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Color = Fac;
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}
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