
Previously Noise and Wave texture nodes would use noise functions within a [0,1] range for distortion effects. We either add or subtract noise from coordinates, never do both at same time. This led to the texture drastically shifting on the diagonal axis of a plane / cube. This behavior makes the Distortion input hard to control or animate. Capabilities of driving it with other texture are also limited, diagonal shifting is very apparent. This was fixed by offsetting the noise function to a signed range and making it zero-centered. This way noise is uniformly added and subtracted from coordinates. Texture pattern sticks to main coordinates which makes it way easier to control. This change is not strictly backwards compatible, there is versioning to ensure the scale of the distortion remains similar, but the particular pattern can be a little different. Differential Revision: https://developer.blender.org/D6177
76 lines
2.5 KiB
C
76 lines
2.5 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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/* Wave */
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ccl_device_noinline_cpu float svm_wave(NodeWaveType type,
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NodeWaveProfile profile,
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float3 p,
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float detail,
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float distortion,
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float dscale)
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{
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float n;
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if (type == NODE_WAVE_BANDS)
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n = (p.x + p.y + p.z) * 10.0f;
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else /* NODE_WAVE_RINGS */
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n = len(p) * 20.0f;
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if (distortion != 0.0f)
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n += distortion * (fractal_noise_3d(p * dscale, detail) * 2.0f - 1.0f);
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if (profile == NODE_WAVE_PROFILE_SIN) {
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return 0.5f + 0.5f * sinf(n);
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}
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else { /* NODE_WAVE_PROFILE_SAW */
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n /= M_2PI_F;
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n -= (int)n;
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return (n < 0.0f) ? n + 1.0f : n;
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}
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}
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ccl_device void svm_node_tex_wave(
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KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint4 node2 = read_node(kg, offset);
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uint type;
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uint co_offset, scale_offset, detail_offset, dscale_offset, distortion_offset, color_offset,
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fac_offset;
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svm_unpack_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset);
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svm_unpack_node_uchar4(node.z, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
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float3 co = stack_load_float3(stack, co_offset);
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float scale = stack_load_float_default(stack, scale_offset, node2.x);
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float detail = stack_load_float_default(stack, detail_offset, node2.y);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
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float dscale = stack_load_float_default(stack, dscale_offset, node2.w);
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float f = svm_wave(
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(NodeWaveType)type, (NodeWaveProfile)node.w, co * scale, detail, distortion, dscale);
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if (stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, f);
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if (stack_valid(color_offset))
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stack_store_float3(stack, color_offset, make_float3(f, f, f));
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}
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CCL_NAMESPACE_END
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