From 132b90651a7c73149e6b496b84e838a9606118b5 Mon Sep 17 00:00:00 2001 From: "georgiy.m.markelov@gmail.com" Date: Mon, 23 Oct 2023 17:31:44 +0200 Subject: [PATCH] MaterialX: Implement White Noise node There is no float hash in MaterialX so this is only approximate. Ref: #112864 Co-authored-by: Bogdan Nagirniak Pull Request: https://projects.blender.org/blender/blender/pulls/113495 --- .../nodes/node_shader_tex_white_noise.cc | 64 +++++++++++++++++++ 1 file changed, 64 insertions(+) diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc index 0951e757174..e8f424887fe 100644 --- a/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc +++ b/source/blender/nodes/shader/nodes/node_shader_tex_white_noise.cc @@ -185,6 +185,69 @@ static void sh_node_noise_build_multi_function(NodeMultiFunctionBuilder &builder builder.construct_and_set_matching_fn(int(node.custom1)); } +NODE_SHADER_MATERIALX_BEGIN +#ifdef WITH_MATERIALX +{ + /* MaterialX cellnoise node rounds float value of texture coordinate. + * Therefore it changes at different integer coordinates. + * The simple trick would be to multiply the texture coordinate by a large number. */ + const float LARGE_NUMBER = 10000.0f; + + NodeItem noise = empty(); + NodeItem vector = empty(); + NodeItem w = empty(); + + int dimension = node_->custom1; + switch (dimension) { + case 1: + w = get_input_value("W", NodeItem::Type::Vector2); + noise = create_node( + "cellnoise2d", NodeItem::Type::Float, {{"texcoord", w * val(LARGE_NUMBER)}}); + break; + case 2: + vector = get_input_link("Vector", NodeItem::Type::Vector2); + if (!vector) { + vector = texcoord_node(); + } + noise = create_node( + "cellnoise2d", NodeItem::Type::Float, {{"texcoord", vector * val(LARGE_NUMBER)}}); + break; + case 3: + vector = get_input_link("Vector", NodeItem::Type::Vector3); + if (!vector) { + vector = texcoord_node(NodeItem::Type::Vector3); + } + noise = create_node( + "cellnoise3d", NodeItem::Type::Float, {{"position", vector * val(LARGE_NUMBER)}}); + break; + case 4: + vector = get_input_link("Vector", NodeItem::Type::Vector3); + if (!vector) { + vector = texcoord_node(NodeItem::Type::Vector3); + } + w = get_input_value("W", NodeItem::Type::Float); + noise = create_node( + "cellnoise3d", NodeItem::Type::Float, {{"position", (vector + w) * val(LARGE_NUMBER)}}); + break; + default: + BLI_assert_unreachable(); + break; + } + + if (STREQ(socket_out_->name, "Value")) { + return noise; + } + + /* NOTE: cellnoise node doesn't have colored output, so we create hsvtorgb node and put + * noise in first (Hue) channel to generate color. */ + NodeItem combine = create_node("combine3", + NodeItem::Type::Color3, + {{"in1", noise}, {"in2", val(1.0f)}, {"in3", val(0.5f)}}); + return create_node("hsvtorgb", NodeItem::Type::Color3, {{"in", combine}}); +} +#endif +NODE_SHADER_MATERIALX_END + } // namespace blender::nodes::node_shader_tex_white_noise_cc void register_node_type_sh_tex_white_noise() @@ -200,6 +263,7 @@ void register_node_type_sh_tex_white_noise() ntype.gpu_fn = file_ns::gpu_shader_tex_white_noise; ntype.updatefunc = file_ns::node_shader_update_tex_white_noise; ntype.build_multi_function = file_ns::sh_node_noise_build_multi_function; + ntype.materialx_fn = file_ns::node_shader_materialx; nodeRegisterType(&ntype); }