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-
-
- #ifdef BMRT
- #define snoise(x) (2*(noise(x)-0.5))
- #else
- /* This is because PRMAN's noise has less range than BMRT's */
- #define snoise(x) (2.5*(noise(x)-0.5))
- #endif
-
- #define DNoise(x) ((2*(point noise(x))) - point(1,1,1))
- #define VLNoise(Pt,scale) (snoise(DNoise(Pt)+(scale*Pt)))
- #define N_OFFSET 0.7
- #define VERY_SMALL 0.0001
-
-
-
- displacement k3d_terranbump(float spectral_exp = 0.5;
- float lacunarity = 2, octaves = 7;
- float bump_scale = 0.04; float multifractal = 0;
- float dist_scale = .2; float offset = 0;
- float sea_level = 0;)
- {
- float chaos;
- point Ptexture, tp;
- float l, o, a, i, weight; /* Loop variables for fBm calc */
- float bumpy;
-
- /* Do all shading in shader space */
- Ptexture = transform("shader", P);
-
- if(multifractal == 0)
- { /* use a "standard" fBm bump function */
- o = 1;
- l = 1;
- bumpy = 0;
- for(i = 0; i < octaves; i += 1)
- {
- bumpy += o * snoise(l * Ptexture);
- l *= lacunarity;
- o *= spectral_exp;
- }
- }
- else
- { /* use a "multifractal" fBm bump function */
- /* get "distortion" vector, as used with clouds */
- Ptexture += dist_scale * DNoise(Ptexture);
- /* compute bump vector using MfBm with displaced point */
- o = spectral_exp;
- tp = Ptexture;
- weight = abs(VLNoise(tp, 1.5));
- bumpy = weight * snoise(tp);
- for(i = 1; i < octaves && weight >= VERY_SMALL; i += 1)
- {
- tp *= lacunarity;
- /* get subsequent values, weighted by previous value */
- weight *= o * (N_OFFSET + snoise(tp));
- weight = clamp(abs(weight), 0, 1);
- bumpy += snoise(tp) * min(weight, spectral_exp);
- o *= spectral_exp;
- }
- }
-
- /* get the "height" of the bump, displacing by offset */
- chaos = bumpy + offset;
-
- /* set bump for land masses (i.e., areas above "sea level") */
- if(chaos > sea_level)
- P += (bump_scale * bumpy) * normalize(Ng);
-
- /* Recalculate the surface normal (this is where all the real magic is!) */
- N = calculatenormal(P);
- }
-