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
This commit is contained in:
Bartosz Moniewski 2019-12-05 22:07:43 +01:00 committed by Brecht Van Lommel
parent 9c1134015c
commit 074c00f9d6
7 changed files with 87 additions and 33 deletions

View File

@ -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);

View File

@ -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") {

View File

@ -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);

View File

@ -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);

View File

@ -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;
}
}

View File

@ -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);
}
value = fractal_noise(p, detail);
@ -85,10 +85,10 @@ void node_noise_texture_4d(
{
vec4 p = vec4(co, w) * scale;
if (distortion != 0.0) {
p += vec4(noise(p + random_vec4_offset(0.0)) * distortion,
noise(p + random_vec4_offset(1.0)) * distortion,
noise(p + random_vec4_offset(2.0)) * distortion,
noise(p + random_vec4_offset(3.0)) * distortion);
p += vec4(snoise(p + random_vec4_offset(0.0)) * distortion,
snoise(p + random_vec4_offset(1.0)) * distortion,
snoise(p + random_vec4_offset(2.0)) * distortion,
snoise(p + random_vec4_offset(3.0)) * distortion);
}
value = fractal_noise(p, detail);

View File

@ -11,7 +11,7 @@ float calc_wave(
}
if (distortion != 0.0) {
n += distortion * fractal_noise(p * detail_scale, detail);
n += distortion * (fractal_noise(p * detail_scale, detail) * 2.0 - 1.0);
}
if (wave_profile == 0) { /* profile sin */