[Bf-blender-cvs] [f2176b3ff3c] master: Shading: Extend Musgrave node to other dimensions.

OmarSquircleArt noreply at git.blender.org
Mon Sep 9 21:09:42 CEST 2019


Commit: f2176b3ff3c5df9ab43d1b0489e3bb350d1015f6
Author: OmarSquircleArt
Date:   Mon Sep 9 21:06:55 2019 +0200
Branches: master
https://developer.blender.org/rBf2176b3ff3c5df9ab43d1b0489e3bb350d1015f6

Shading: Extend Musgrave node to other dimensions.

This patch extends Musgrave noise to operate in 1D, 2D, 3D, and 4D
space. The Color output was also removed because it was identical
to the Fac output.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5566

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

M	intern/cycles/blender/blender_shader.cpp
M	intern/cycles/kernel/shaders/node_musgrave_texture.osl
M	intern/cycles/kernel/svm/svm.h
M	intern/cycles/kernel/svm/svm_musgrave.h
M	intern/cycles/render/nodes.cpp
M	intern/cycles/render/nodes.h
M	source/blender/blenkernel/BKE_blender_version.h
M	source/blender/blenloader/intern/versioning_cycles.c
M	source/blender/editors/space_node/drawnode.c
M	source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl
M	source/blender/makesdna/DNA_node_types.h
M	source/blender/makesrna/intern/rna_nodetree.c
M	source/blender/nodes/shader/nodes/node_shader_tex_musgrave.c

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

diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 4d7d0910765..7e784527a21 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -785,11 +785,12 @@ static ShaderNode *add_node(Scene *scene,
   }
   else if (b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
     BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
-    MusgraveTextureNode *musgrave = new MusgraveTextureNode();
-    musgrave->type = (NodeMusgraveType)b_musgrave_node.musgrave_type();
+    MusgraveTextureNode *musgrave_node = new MusgraveTextureNode();
+    musgrave_node->type = (NodeMusgraveType)b_musgrave_node.musgrave_type();
+    musgrave_node->dimensions = b_musgrave_node.musgrave_dimensions();
     BL::TexMapping b_texture_mapping(b_musgrave_node.texture_mapping());
-    get_tex_mapping(&musgrave->tex_mapping, b_texture_mapping);
-    node = musgrave;
+    get_tex_mapping(&musgrave_node->tex_mapping, b_texture_mapping);
+    node = musgrave_node;
   }
   else if (b_node.is_a(&RNA_ShaderNodeTexCoord)) {
     BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
index 0bf462e2103..8861f9a671a 100644
--- a/intern/cycles/kernel/shaders/node_musgrave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
@@ -16,8 +16,342 @@
 
 #include "stdosl.h"
 #include "node_noise.h"
+#include "vector2.h"
+#include "vector4.h"
 
-/* Musgrave fBm
+#define vector3 point
+
+/* 1D Musgrave fBm
+ *
+ * H: fractal increment parameter
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ *
+ * from "Texturing and Modelling: A procedural approach"
+ */
+
+float noise_musgrave_fBm_1d(float co, float H, float lacunarity, float octaves)
+{
+  float p = co;
+  float value = 0.0;
+  float pwr = 1.0;
+  float pwHL = pow(lacunarity, -H);
+
+  for (int i = 0; i < (int)octaves; i++) {
+    value += safe_snoise(p) * pwr;
+    pwr *= pwHL;
+    p *= lacunarity;
+  }
+
+  float rmd = octaves - floor(octaves);
+  if (rmd != 0.0) {
+    value += rmd * safe_snoise(p) * pwr;
+  }
+
+  return value;
+}
+
+/* 1D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float noise_musgrave_multi_fractal_1d(float co, float H, float lacunarity, float octaves)
+{
+  float p = co;
+  float value = 1.0;
+  float pwr = 1.0;
+  float pwHL = pow(lacunarity, -H);
+
+  for (int i = 0; i < (int)octaves; i++) {
+    value *= (pwr * safe_snoise(p) + 1.0);
+    pwr *= pwHL;
+    p *= lacunarity;
+  }
+
+  float rmd = octaves - floor(octaves);
+  if (rmd != 0.0) {
+    value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */
+  }
+
+  return value;
+}
+
+/* 1D Musgrave Heterogeneous Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hetero_terrain_1d(
+    float co, float H, float lacunarity, float octaves, float offset)
+{
+  float p = co;
+  float pwHL = pow(lacunarity, -H);
+  float pwr = pwHL;
+
+  /* first unscaled octave of function; later octaves are scaled */
+  float value = offset + safe_snoise(p);
+  p *= lacunarity;
+
+  for (int i = 1; i < (int)octaves; i++) {
+    float increment = (safe_snoise(p) + offset) * pwr * value;
+    value += increment;
+    pwr *= pwHL;
+    p *= lacunarity;
+  }
+
+  float rmd = octaves - floor(octaves);
+  if (rmd != 0.0) {
+    float increment = (safe_snoise(p) + offset) * pwr * value;
+    value += rmd * increment;
+  }
+
+  return value;
+}
+
+/* 1D Hybrid Additive/Multiplicative Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hybrid_multi_fractal_1d(
+    float co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+  float p = co;
+  float pwHL = pow(lacunarity, -H);
+  float pwr = pwHL;
+
+  float value = safe_snoise(p) + offset;
+  float weight = gain * value;
+  p *= lacunarity;
+
+  for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
+    if (weight > 1.0) {
+      weight = 1.0;
+    }
+
+    float signal = (safe_snoise(p) + offset) * pwr;
+    pwr *= pwHL;
+    value += weight * signal;
+    weight *= gain * signal;
+    p *= lacunarity;
+  }
+
+  float rmd = octaves - floor(octaves);
+  if (rmd != 0.0) {
+    value += rmd * ((safe_snoise(p) + offset) * pwr);
+  }
+
+  return value;
+}
+
+/* 1D Ridged Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_ridged_multi_fractal_1d(
+    float co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+  float p = co;
+  float pwHL = pow(lacunarity, -H);
+  float pwr = pwHL;
+
+  float signal = offset - fabs(safe_snoise(p));
+  signal *= signal;
+  float value = signal;
+  float weight = 1.0;
+
+  for (int i = 1; i < (int)octaves; i++) {
+    p *= lacunarity;
+    weight = clamp(signal * gain, 0.0, 1.0);
+    signal = offset - fabs(safe_snoise(p));
+    signal *= signal;
+    signal *= weight;
+    value += signal * pwr;
+    pwr *= pwHL;
+  }
+
+  return value;
+}
+
+/* 2D Musgrave fBm
+ *
+ * H: fractal increment parameter
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ *
+ * from "Texturing and Modelling: A procedural approach"
+ */
+
+float noise_musgrave_fBm_2d(vector2 co, float H, float lacunarity, float octaves)
+{
+  vector2 p = co;
+  float value = 0.0;
+  float pwr = 1.0;
+  float pwHL = pow(lacunarity, -H);
+
+  for (int i = 0; i < (int)octaves; i++) {
+    value += safe_snoise(p) * pwr;
+    pwr *= pwHL;
+    p *= lacunarity;
+  }
+
+  float rmd = octaves - floor(octaves);
+  if (rmd != 0.0) {
+    value += rmd * safe_snoise(p) * pwr;
+  }
+
+  return value;
+}
+
+/* 2D Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float noise_musgrave_multi_fractal_2d(vector2 co, float H, float lacunarity, float octaves)
+{
+  vector2 p = co;
+  float value = 1.0;
+  float pwr = 1.0;
+  float pwHL = pow(lacunarity, -H);
+
+  for (int i = 0; i < (int)octaves; i++) {
+    value *= (pwr * safe_snoise(p) + 1.0);
+    pwr *= pwHL;
+    p *= lacunarity;
+  }
+
+  float rmd = octaves - floor(octaves);
+  if (rmd != 0.0) {
+    value *= (rmd * pwr * safe_snoise(p) + 1.0); /* correct? */
+  }
+
+  return value;
+}
+
+/* 2D Musgrave Heterogeneous Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hetero_terrain_2d(
+    vector2 co, float H, float lacunarity, float octaves, float offset)
+{
+  vector2 p = co;
+  float pwHL = pow(lacunarity, -H);
+  float pwr = pwHL;
+
+  /* first unscaled octave of function; later octaves are scaled */
+  float value = offset + safe_snoise(p);
+  p *= lacunarity;
+
+  for (int i = 1; i < (int)octaves; i++) {
+    float increment = (safe_snoise(p) + offset) * pwr * value;
+    value += increment;
+    pwr *= pwHL;
+    p *= lacunarity;
+  }
+
+  float rmd = octaves - floor(octaves);
+  if (rmd != 0.0) {
+    float increment = (safe_snoise(p) + offset) * pwr * value;
+    value += rmd * increment;
+  }
+
+  return value;
+}
+
+/* 2D Hybrid Additive/Multiplicative Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hybrid_multi_fractal_2d(
+    vector2 co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+  vector2 p = co;
+  float pwHL = pow(lacunarity, -H);
+  float pwr = pwHL;
+
+  float value = safe_snoise(p) + offset;
+  float weight = gain * value;
+  p *= lacunarity;
+
+  for (int i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
+    if (weight > 1.0) {
+      weight = 1.0;
+    }
+
+    float signal = (safe_snoise(p) + offset) * pwr;
+    pwr *= pwHL;
+    value += weight * signal;
+    weight *= gain * signal;
+    p *= lacunarity;
+  }
+
+  float rmd = octaves - floor(octaves);
+  if (rmd != 0.0) {
+    value += rmd * ((safe_snoise(p) + offset) * pwr);
+  }
+
+  return value;
+}
+
+/* 2D Ridged Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_ridged_multi_fractal_2d(
+    vector2 co, float H, float lacunarity, float octaves, float offset, float gain)
+{
+  vector2 p = co;
+  float pwHL = pow(lacunarity, -H);
+  float pwr = pwHL;
+
+  float signal = offset - fabs(safe_snoise(p));
+  signal *= signal;
+  float value = signal;
+  float weight = 1.0;
+
+  for (int i = 1; i < (int)octaves; i++) {
+    p *= lacunarity;
+    weight = clamp(signal * gain, 0.0, 1.0);
+    signal = offset - fabs(safe_snoise(p));
+    signal *= signal;
+    signal *= weight;
+    value += signal * pwr;
+    pwr *= pwHL;
+  }
+
+  return value;
+}
+
+/* 3D Musgrave fBm
  *
  * H: fractal increment parameter
  * lacunarity: gap between successive frequencies
@@ -26,58 +360,56 @@
  * from "Texturing and Modelling: A procedural approach"
  */
 
-float noise_musgrave_fBm(point ip, float H, float lacunarity, float octaves)
+float noise_musgrave_fBm_3d(vector3 co, float H, float lacunarity, float octaves)
 {
-  float rmd;
+  vector3 p = co;
   float value = 0.0;
   float pwr = 1.0;
   float pwHL = pow(lacunari

@@ Diff output truncated at 10240 characters. @@



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