Cycles / OSL Textures:

* More fixes, replaced all remaining size variables with scale ones.
* Remove nonzero check in OSL textures, not needed anymore, was there to prevent division by zero for the size variable.
This commit is contained in:
Thomas Dinges
2012-06-02 22:57:26 +00:00
parent f69cec4596
commit a4f3475846
4 changed files with 7 additions and 11 deletions

View File

@@ -193,16 +193,15 @@ shader node_musgrave_texture(
float Offset = 0.0, float Offset = 0.0,
float Intensity = 1.0, float Intensity = 1.0,
float Gain = 1.0, float Gain = 1.0,
float Size = 0.25, float Scale = 5.0,
point Vector = P, point Vector = P,
output float Fac = 0.0) output float Fac = 0.0)
{ {
float dimension = max(Dimension, 0.0); float dimension = max(Dimension, 0.0);
float octaves = max(Octaves, 0.0); float octaves = max(Octaves, 0.0);
float lacunarity = max(Lacunarity, 1e-5); float lacunarity = max(Lacunarity, 1e-5);
float size = nonzero(Size, 1e-5);
point p = Vector/size; point p = Vector*Scale;
if(Type == "Multifractal") if(Type == "Multifractal")
Fac = Intensity*noise_musgrave_multi_fractal(p, Basis, dimension, lacunarity, octaves); Fac = Intensity*noise_musgrave_multi_fractal(p, Basis, dimension, lacunarity, octaves);

View File

@@ -46,7 +46,7 @@ float noise(point p, string basis, float distortion, float detail)
*/ */
} }
shader node_distorted_noise_texture( shader node_noise_texture(
string Basis = "Perlin", string Basis = "Perlin",
float Distortion = 0.0, float Distortion = 0.0,
float Scale = 5.0, float Scale = 5.0,
@@ -54,7 +54,6 @@ shader node_distorted_noise_texture(
point Vector = P, point Vector = P,
output float Fac = 0.0) output float Fac = 0.0)
{ {
float scale = nonzero(Scale, 1e-5); Fac = noise(Vector*Scale, Basis, Distortion, Detail);
Fac = noise(Vector*scale, Basis, Distortion, Detail);
} }

View File

@@ -30,13 +30,12 @@ shader node_voronoi_texture(
float Weight4 = 0.0, float Weight4 = 0.0,
float Exponent = 2.5, float Exponent = 2.5,
float Intensity = 1.0, float Intensity = 1.0,
float Size = 0.25, float Scale = 5.0,
point Vector = P, point Vector = P,
output float Fac = 0.0, output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0)) output color Color = color(0.0, 0.0, 0.0))
{ {
float exponent = max(Exponent, 1e-5); float exponent = max(Exponent, 1e-5);
float size = nonzero(Size, 1e-5);
float aw1 = fabs(Weight1); float aw1 = fabs(Weight1);
float aw2 = fabs(Weight2); float aw2 = fabs(Weight2);
@@ -51,7 +50,7 @@ shader node_voronoi_texture(
float da[4]; float da[4];
point pa[4]; point pa[4];
voronoi(Vector/size, DistanceMetric, exponent, da, pa); voronoi(Vector*Scale, DistanceMetric, exponent, da, pa);
/* Scalar output */ /* Scalar output */
Fac = sc * fabs(Weight1*da[0] + Weight2*da[1] + Weight3*da[2] + Weight4*da[3]); Fac = sc * fabs(Weight1*da[0] + Weight2*da[1] + Weight3*da[2] + Weight4*da[3]);

View File

@@ -54,7 +54,6 @@ shader node_wave_texture(
point Vector = P, point Vector = P,
output float Fac = 0.0) output float Fac = 0.0)
{ {
float scale = nonzero(Scale, 1e-5); Fac = wave(Vector, Scale, Type, detail, distortion, dscale);
Fac = wave(Vector, scale, Type, detail, distortion, dscale);
} }