Files
blender/intern/cycles/kernel/svm/fractal_noise.h
Brecht Van Lommel 48e2a15160 Fix T77681, T92634: noise texture artifacts with high detail
We run into float precision issues here, clamp the number of octaves to
one less, which has little to no visual difference. This was empirically
determined to work up to 16 before, but with additional inputs like
roughness only 15 appears to work.

Also adds misisng clamp for the geometry nodes implementation.
2021-11-02 18:56:25 +01:00

140 lines
3.7 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "kernel/svm/noise.h"
CCL_NAMESPACE_BEGIN
/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
ccl_device_noinline float fractal_noise_1d(float p, float octaves, float roughness)
{
float fscale = 1.0f;
float amp = 1.0f;
float maxamp = 0.0f;
float sum = 0.0f;
octaves = clamp(octaves, 0.0f, 15.0f);
int n = float_to_int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise_1d(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0f, 1.0f);
fscale *= 2.0f;
}
float rmd = octaves - floorf(octaves);
if (rmd != 0.0f) {
float t = noise_1d(fscale * p);
float sum2 = sum + t * amp;
sum /= maxamp;
sum2 /= maxamp + amp;
return (1.0f - rmd) * sum + rmd * sum2;
}
else {
return sum / maxamp;
}
}
/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
ccl_device_noinline float fractal_noise_2d(float2 p, float octaves, float roughness)
{
float fscale = 1.0f;
float amp = 1.0f;
float maxamp = 0.0f;
float sum = 0.0f;
octaves = clamp(octaves, 0.0f, 15.0f);
int n = float_to_int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise_2d(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0f, 1.0f);
fscale *= 2.0f;
}
float rmd = octaves - floorf(octaves);
if (rmd != 0.0f) {
float t = noise_2d(fscale * p);
float sum2 = sum + t * amp;
sum /= maxamp;
sum2 /= maxamp + amp;
return (1.0f - rmd) * sum + rmd * sum2;
}
else {
return sum / maxamp;
}
}
/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
ccl_device_noinline float fractal_noise_3d(float3 p, float octaves, float roughness)
{
float fscale = 1.0f;
float amp = 1.0f;
float maxamp = 0.0f;
float sum = 0.0f;
octaves = clamp(octaves, 0.0f, 15.0f);
int n = float_to_int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise_3d(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0f, 1.0f);
fscale *= 2.0f;
}
float rmd = octaves - floorf(octaves);
if (rmd != 0.0f) {
float t = noise_3d(fscale * p);
float sum2 = sum + t * amp;
sum /= maxamp;
sum2 /= maxamp + amp;
return (1.0f - rmd) * sum + rmd * sum2;
}
else {
return sum / maxamp;
}
}
/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
ccl_device_noinline float fractal_noise_4d(float4 p, float octaves, float roughness)
{
float fscale = 1.0f;
float amp = 1.0f;
float maxamp = 0.0f;
float sum = 0.0f;
octaves = clamp(octaves, 0.0f, 15.0f);
int n = float_to_int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise_4d(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0f, 1.0f);
fscale *= 2.0f;
}
float rmd = octaves - floorf(octaves);
if (rmd != 0.0f) {
float t = noise_4d(fscale * p);
float sum2 = sum + t * amp;
sum /= maxamp;
sum2 /= maxamp + amp;
return (1.0f - rmd) * sum + rmd * sum2;
}
else {
return sum / maxamp;
}
}
CCL_NAMESPACE_END