[Bf-blender-cvs] [074c00f9d6c] master: Shaders: noise and wave distortion now work uniformly instead of diagonally

Bartosz Moniewski noreply at git.blender.org
Sat Dec 7 20:43:07 CET 2019


Commit: 074c00f9d6cc720461e6c8c7c13ed4e408ef372e
Author: Bartosz Moniewski
Date:   Thu Dec 5 22:07:43 2019 +0100
Branches: master
https://developer.blender.org/rB074c00f9d6cc720461e6c8c7c13ed4e408ef372e

Shaders: noise and wave distortion now work uniformly instead of diagonally

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

===================================================================

M	intern/cycles/kernel/shaders/node_noise_texture.osl
M	intern/cycles/kernel/shaders/node_wave_texture.osl
M	intern/cycles/kernel/svm/svm_noisetex.h
M	intern/cycles/kernel/svm/svm_wave.h
M	source/blender/blenloader/intern/versioning_cycles.c
M	source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl
M	source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl

===================================================================

diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl
index e3da2d16371..6cff1cdab2c 100644
--- a/intern/cycles/kernel/shaders/node_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_noise_texture.osl
@@ -59,7 +59,7 @@ float noise_texture(float co, float detail, float distortion, output color Color
 {
   float p = co;
   if (distortion != 0.0) {
-    p += safe_noise(p + random_float_offset(0.0)) * distortion;
+    p += safe_snoise(p + random_float_offset(0.0)) * distortion;
   }
 
   float value = fractal_noise(p, detail);
@@ -73,8 +73,8 @@ float noise_texture(vector2 co, float detail, float distortion, output color Col
 {
   vector2 p = co;
   if (distortion != 0.0) {
-    p += vector2(safe_noise(p + random_vector2_offset(0.0)) * distortion,
-                 safe_noise(p + random_vector2_offset(1.0)) * distortion);
+    p += vector2(safe_snoise(p + random_vector2_offset(0.0)) * distortion,
+                 safe_snoise(p + random_vector2_offset(1.0)) * distortion);
   }
 
   float value = fractal_noise(p, detail);
@@ -88,9 +88,9 @@ float noise_texture(vector3 co, float detail, float distortion, output color Col
 {
   vector3 p = co;
   if (distortion != 0.0) {
-    p += vector3(safe_noise(p + random_vector3_offset(0.0)) * distortion,
-                 safe_noise(p + random_vector3_offset(1.0)) * distortion,
-                 safe_noise(p + random_vector3_offset(2.0)) * distortion);
+    p += vector3(safe_snoise(p + random_vector3_offset(0.0)) * distortion,
+                 safe_snoise(p + random_vector3_offset(1.0)) * distortion,
+                 safe_snoise(p + random_vector3_offset(2.0)) * distortion);
   }
 
   float value = fractal_noise(p, detail);
@@ -104,10 +104,10 @@ float noise_texture(vector4 co, float detail, float distortion, output color Col
 {
   vector4 p = co;
   if (distortion != 0.0) {
-    p += vector4(safe_noise(p + random_vector4_offset(0.0)) * distortion,
-                 safe_noise(p + random_vector4_offset(1.0)) * distortion,
-                 safe_noise(p + random_vector4_offset(2.0)) * distortion,
-                 safe_noise(p + random_vector4_offset(3.0)) * distortion);
+    p += vector4(safe_snoise(p + random_vector4_offset(0.0)) * distortion,
+                 safe_snoise(p + random_vector4_offset(1.0)) * distortion,
+                 safe_snoise(p + random_vector4_offset(2.0)) * distortion,
+                 safe_snoise(p + random_vector4_offset(3.0)) * distortion);
   }
 
   float value = fractal_noise(p, detail);
diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl
index 60591b79b33..a706c442368 100644
--- a/intern/cycles/kernel/shaders/node_wave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_wave_texture.osl
@@ -31,7 +31,7 @@ float wave(point p, string type, string profile, float detail, float distortion,
   }
 
   if (distortion != 0.0) {
-    n = n + (distortion * fractal_noise(p * dscale, detail));
+    n = n + (distortion * (fractal_noise(p * dscale, detail) * 2.0 - 1.0));
   }
 
   if (profile == "sine") {
diff --git a/intern/cycles/kernel/svm/svm_noisetex.h b/intern/cycles/kernel/svm/svm_noisetex.h
index c5a1e43a729..12884c6cb25 100644
--- a/intern/cycles/kernel/svm/svm_noisetex.h
+++ b/intern/cycles/kernel/svm/svm_noisetex.h
@@ -55,7 +55,7 @@ ccl_device void noise_texture_1d(
 {
   float p = co;
   if (distortion != 0.0f) {
-    p += noise_1d(p + random_float_offset(0.0f)) * distortion;
+    p += snoise_1d(p + random_float_offset(0.0f)) * distortion;
   }
 
   *value = fractal_noise_1d(p, detail);
@@ -71,8 +71,8 @@ ccl_device void noise_texture_2d(
 {
   float2 p = co;
   if (distortion != 0.0f) {
-    p += make_float2(noise_2d(p + random_float2_offset(0.0f)) * distortion,
-                     noise_2d(p + random_float2_offset(1.0f)) * distortion);
+    p += make_float2(snoise_2d(p + random_float2_offset(0.0f)) * distortion,
+                     snoise_2d(p + random_float2_offset(1.0f)) * distortion);
   }
 
   *value = fractal_noise_2d(p, detail);
@@ -88,9 +88,9 @@ ccl_device void noise_texture_3d(
 {
   float3 p = co;
   if (distortion != 0.0f) {
-    p += make_float3(noise_3d(p + random_float3_offset(0.0f)) * distortion,
-                     noise_3d(p + random_float3_offset(1.0f)) * distortion,
-                     noise_3d(p + random_float3_offset(2.0f)) * distortion);
+    p += make_float3(snoise_3d(p + random_float3_offset(0.0f)) * distortion,
+                     snoise_3d(p + random_float3_offset(1.0f)) * distortion,
+                     snoise_3d(p + random_float3_offset(2.0f)) * distortion);
   }
 
   *value = fractal_noise_3d(p, detail);
@@ -106,10 +106,10 @@ ccl_device void noise_texture_4d(
 {
   float4 p = co;
   if (distortion != 0.0f) {
-    p += make_float4(noise_4d(p + random_float4_offset(0.0f)) * distortion,
-                     noise_4d(p + random_float4_offset(1.0f)) * distortion,
-                     noise_4d(p + random_float4_offset(2.0f)) * distortion,
-                     noise_4d(p + random_float4_offset(3.0f)) * distortion);
+    p += make_float4(snoise_4d(p + random_float4_offset(0.0f)) * distortion,
+                     snoise_4d(p + random_float4_offset(1.0f)) * distortion,
+                     snoise_4d(p + random_float4_offset(2.0f)) * distortion,
+                     snoise_4d(p + random_float4_offset(3.0f)) * distortion);
   }
 
   *value = fractal_noise_4d(p, detail);
diff --git a/intern/cycles/kernel/svm/svm_wave.h b/intern/cycles/kernel/svm/svm_wave.h
index 402c1c87414..50c868c0f82 100644
--- a/intern/cycles/kernel/svm/svm_wave.h
+++ b/intern/cycles/kernel/svm/svm_wave.h
@@ -33,7 +33,7 @@ ccl_device_noinline_cpu float svm_wave(NodeWaveType type,
     n = len(p) * 20.0f;
 
   if (distortion != 0.0f)
-    n += distortion * fractal_noise_3d(p * dscale, detail);
+    n += distortion * (fractal_noise_3d(p * dscale, detail) * 2.0f - 1.0f);
 
   if (profile == NODE_WAVE_PROFILE_SIN) {
     return 0.5f + 0.5f * sinf(n);
diff --git a/source/blender/blenloader/intern/versioning_cycles.c b/source/blender/blenloader/intern/versioning_cycles.c
index 0fe7f97e4ee..91faf724c08 100644
--- a/source/blender/blenloader/intern/versioning_cycles.c
+++ b/source/blender/blenloader/intern/versioning_cycles.c
@@ -1205,6 +1205,51 @@ static void update_voronoi_node_square_distance(bNodeTree *ntree)
   }
 }
 
+/* Noise and Wave Texture nodes: Restore previous Distortion range.
+ * In 2.81 we used noise() for distortion, now we use snoise() which has twice the range.
+ * To fix this we halve distortion value, directly or by adding multiply node for used sockets.
+ */
+static void update_noise_and_wave_distortion(bNodeTree *ntree)
+{
+  bool need_update = false;
+
+  for (bNode *node = ntree->nodes.first; node; node = node->next) {
+    if (node->type == SH_NODE_TEX_NOISE || node->type == SH_NODE_TEX_WAVE ) {
+
+      bNodeSocket *sockDistortion = nodeFindSocket(node, SOCK_IN, "Distortion");
+      float *distortion = cycles_node_socket_float_value(sockDistortion);
+
+      if (socket_is_used(sockDistortion)) {
+        bNode *distortionInputNode = sockDistortion->link->fromnode;
+        bNodeSocket *distortionInputSock = sockDistortion->link->fromsock;
+
+        bNode *mulNode = nodeAddStaticNode(NULL, ntree, SH_NODE_MATH);
+        mulNode->custom1 = NODE_MATH_MULTIPLY;
+        mulNode->locx = node->locx;
+        mulNode->locy = node->locy - 240.0f;
+        mulNode->flag |= NODE_HIDDEN;
+        bNodeSocket *mulSockA = BLI_findlink(&mulNode->inputs, 0);
+        bNodeSocket *mulSockB = BLI_findlink(&mulNode->inputs, 1);
+        *cycles_node_socket_float_value(mulSockB) = 0.5f;
+        bNodeSocket *mulSockOut = nodeFindSocket(mulNode, SOCK_OUT, "Value");
+
+        nodeRemLink(ntree, sockDistortion->link);
+        nodeAddLink(ntree, distortionInputNode, distortionInputSock, mulNode, mulSockA);
+        nodeAddLink(ntree, mulNode, mulSockOut, node, sockDistortion);
+
+        need_update = true;
+      }
+      else if (*distortion != 0.0f) {
+        *distortion = *distortion * 0.5f;
+      }
+    }
+  }
+
+  if (need_update) {
+    ntreeUpdateTree(NULL, ntree);
+  }
+}
+
 void blo_do_versions_cycles(FileData *UNUSED(fd), Library *UNUSED(lib), Main *bmain)
 {
   /* Particle shape shared with Eevee. */
@@ -1435,4 +1480,13 @@ void do_versions_after_linking_cycles(Main *bmain)
     }
     FOREACH_NODETREE_END;
   }
+
+  if (!MAIN_VERSION_ATLEAST(bmain, 282, 4)) {
+    FOREACH_NODETREE_BEGIN (bmain, ntree, id) {
+      if (ntree->type == NTREE_SHADER) {
+        update_noise_and_wave_distortion(ntree);
+      }
+    }
+    FOREACH_NODETREE_END;
+  }
 }
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl
index e56b4a1d135..6aeb23b1f99 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl
@@ -37,7 +37,7 @@ void node_noise_texture_1d(
 {
   float p = w * scale;
   if (distortion != 0.0) {
-    p += noise(p + random_float_offset(0.0)) * distortion;
+    p += snoise(p + random_float_offset(0.0)) * distortion;
   }
 
   value = fractal_noise(p, detail);
@@ -52,8 +52,8 @@ void node_noise_texture_2d(
 {
   vec2 p = co.xy * scale;
   if (distortion != 0.0) {
-    p += vec2(noise(p + random_vec2_offset(0.0)) * distortion,
-              noise(p + random_vec2_offset(1.0)) * distortion);
+    p += vec2(snoise(p + random_vec2_offset(0.0)) * distortion,
+              snoise(p + random_vec2_offset(1.0)) * distortion);
   }
 
   value = fractal_noise(p, detail);
@@ -68,9 +68,9 @@ void node_noise_texture_3d(
 {
   vec3 p = co * scale;
   if (distortion != 0.0) {
-    p += vec3(noise(p + random_vec3_offset(0.0)) * distortion,
-              noise(p + random_vec3_offset(1.0)) * distortion,
-              noise(p + random_vec3_offset(2.0)) * distortion);
+    p += vec3(snoise(p + random_vec3_offset(0.0)) * distortion,
+              snoise(p + random_vec3_offset(1.0)) * distortion,
+              snoise(p + random_vec3_offset(2.0)) * distortion);


@@ Diff output truncated at 10240 characters. @@



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