
Currently in fractal_noise functions, each subsequent octave doubles the frequency and reduces the amplitude by half. This patch introduces Roughness input to Noise and Wave nodes. This multiplier determines how quickly the amplitudes of the subsequent octaves decrease. Value of 0.5 will be the default, generating identical noise we had before. Values above 0.5 will increase influence of each octave resulting in more "rough" noise, most interesting pattern changes happen there. Values below 0.5 will result in more "smooth" noise. Differential Revision: https://developer.blender.org/D7065
136 lines
3.7 KiB
C
136 lines
3.7 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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/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
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ccl_device_noinline float fractal_noise_1d(float p, float octaves, float roughness)
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{
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float fscale = 1.0f;
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float amp = 1.0f;
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float maxamp = 0.0f;
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float sum = 0.0f;
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octaves = clamp(octaves, 0.0f, 16.0f);
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int n = float_to_int(octaves);
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for (int i = 0; i <= n; i++) {
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float t = noise_1d(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0f, 1.0f);
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fscale *= 2.0f;
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}
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float rmd = octaves - floorf(octaves);
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if (rmd != 0.0f) {
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float t = noise_1d(fscale * p);
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float sum2 = sum + t * amp;
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sum /= maxamp;
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sum2 /= maxamp + amp;
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return (1.0f - rmd) * sum + rmd * sum2;
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}
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else {
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return sum / maxamp;
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}
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}
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/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
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ccl_device_noinline float fractal_noise_2d(float2 p, float octaves, float roughness)
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{
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float fscale = 1.0f;
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float amp = 1.0f;
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float maxamp = 0.0f;
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float sum = 0.0f;
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octaves = clamp(octaves, 0.0f, 16.0f);
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int n = float_to_int(octaves);
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for (int i = 0; i <= n; i++) {
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float t = noise_2d(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0f, 1.0f);
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fscale *= 2.0f;
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}
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float rmd = octaves - floorf(octaves);
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if (rmd != 0.0f) {
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float t = noise_2d(fscale * p);
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float sum2 = sum + t * amp;
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sum /= maxamp;
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sum2 /= maxamp + amp;
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return (1.0f - rmd) * sum + rmd * sum2;
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}
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else {
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return sum / maxamp;
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}
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}
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/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
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ccl_device_noinline float fractal_noise_3d(float3 p, float octaves, float roughness)
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{
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float fscale = 1.0f;
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float amp = 1.0f;
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float maxamp = 0.0f;
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float sum = 0.0f;
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octaves = clamp(octaves, 0.0f, 16.0f);
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int n = float_to_int(octaves);
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for (int i = 0; i <= n; i++) {
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float t = noise_3d(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0f, 1.0f);
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fscale *= 2.0f;
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}
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float rmd = octaves - floorf(octaves);
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if (rmd != 0.0f) {
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float t = noise_3d(fscale * p);
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float sum2 = sum + t * amp;
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sum /= maxamp;
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sum2 /= maxamp + amp;
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return (1.0f - rmd) * sum + rmd * sum2;
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}
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else {
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return sum / maxamp;
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}
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}
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/* The fractal_noise_[1-4] functions are all exactly the same except for the input type. */
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ccl_device_noinline float fractal_noise_4d(float4 p, float octaves, float roughness)
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{
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float fscale = 1.0f;
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float amp = 1.0f;
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float maxamp = 0.0f;
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float sum = 0.0f;
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octaves = clamp(octaves, 0.0f, 16.0f);
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int n = float_to_int(octaves);
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for (int i = 0; i <= n; i++) {
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float t = noise_4d(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0f, 1.0f);
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fscale *= 2.0f;
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}
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float rmd = octaves - floorf(octaves);
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if (rmd != 0.0f) {
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float t = noise_4d(fscale * p);
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float sum2 = sum + t * amp;
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sum /= maxamp;
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sum2 /= maxamp + amp;
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return (1.0f - rmd) * sum + rmd * sum2;
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}
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else {
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return sum / maxamp;
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}
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}
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CCL_NAMESPACE_END
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