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add definition and implementation of fractal2d for GLSL, MSL, OSL and MDL, along with simple unit tests for coverage - largely just cloning the work done for fractal3d
Copy file name to clipboardExpand all lines: documents/Specification/MaterialX.Proposals.md
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@@ -173,18 +173,6 @@ Inheritance of material-type custom nodes is also allowed, so that new or change
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### Noise Nodes
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<aid="node-fractal2d"> </a>
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We have a standard 3d fractal noise, but a 2d variant would be useful as well.
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***`fractal2d`**: Zero-centered 2D Fractal noise in 1, 2, 3 or 4 channels, created by summing several octaves of 2D Perlin noise, increasing the frequency and decreasing the amplitude at each octave.
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*`amplitude` (float or vector<em>N</em>): the center-to-peak amplitude of the noise (peak-to-peak amplitude is 2x this value). Default is 1.0.
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*`octaves` (integer): the number of octaves of noise to be summed. Default is 3.
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*`lacunarity` (float or vector<em>N</em>): the exponential scale between successive octaves of noise; must be an integer value if period is non-zero so the result is properly tileable. VectorN-output types can provide either a float (isotropic) or vector<em>N</em> (anisotropic) values for lacunarity and diminish. Default is 2.0.
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*`diminish` (float or vector<em>N</em>): the rate at which noise amplitude is diminished for each octave. Should be between 0.0 and 1.0; default is 0.5. VectorN-output types can provide either a float (isotropic) or vector<em>N</em> (anisotropic) values for lacunarity and diminish.
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*`period` (float or vector<em>N</em>): the positive integer distance at which the noise function returns the same value for texture coordinates repeated at that step. Default is 0, meaning the noise is not periodic.
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*`texcoord` (vector2): the 2D texture coordinate at which the noise is evaluated. Default is to use the first set of texture coordinates.
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<aid="node-cellnoise1d"> </a>
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1D Cell noise was proposed an an alternative approach to random value generation.
Copy file name to clipboardExpand all lines: documents/Specification/MaterialX.StandardNodes.md
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***`noise2d`**: 2D Perlin noise in 1, 2, 3 or 4 channels.
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*`amplitude` (float or vector<em>N</em>): the center-to-peak amplitude of the noise (peak-to-peak amplitude is 2x this value). Default is 1.0.
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*`pivot` (float): the center value of the output noise; effectively, this value is added to the result after the Perlin noise is multiplied by `amplitude`. Default is 0.0.
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*`period` (float or vector<em>N</em>): the positive integer distance at which the noise function returns the same value for texture coordinates repeated at that step. Default is 0, meaning the noise is not periodic.
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*`texcoord` (vector2): the 2D texture coordinate at which the noise is evaluated. Default is to use the first set of texture coordinates.
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<aid="node-noise3d"> </a>
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***`noise3d`**: 3D Perlin noise in 1, 2, 3 or 4 channels.
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*`amplitude` (float or vector<em>N</em>): the center-to-peak amplitude of the noise (peak-to-peak amplitude is 2x this value). Default is 1.0.
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*`pivot` (float): the center value of the output noise; effectively, this value is added to the result after the Perlin noise is multiplied by `amplitude`. Default is 0.0.
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*`period` (float or vector<em>N</em>): the positive integer distance at which the noise function returns the same value for position coordinates repeated at that step. Default is 0, meaning the noise is not periodic.
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*`position` (vector3): the 3D position at which the noise is evaluated. Default is to use the current 3D object-space coordinate.
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<aid="node-fractal2d"> </a>
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***`fractal2d`**: Zero-centered 2D Fractal noise in 1, 2, 3 or 4 channels, created by summing several octaves of 2D Perlin noise, increasing the frequency and decreasing the amplitude at each octave.
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*`amplitude` (float or vector<em>N</em>): the center-to-peak amplitude of the noise (peak-to-peak amplitude is 2x this value). Default is 1.0.
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*`octaves` (integer): the number of octaves of noise to be summed. Default is 3.
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*`lacunarity` (float or vector<em>N</em>): the exponential scale between successive octaves of noise; must be an integer value if period is non-zero so the result is properly tileable. Default is 2.0. Vector<em>N</em>-output types can provide either a float (isotropic) or vector<em>N</em> (anisotropic) values for `lacunarity` and `diminish`.
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*`diminish` (float or vector<em>N</em>): the rate at which noise amplitude is diminished for each octave. Should be between 0.0 and 1.0; default is 0.5. Vector<em>N</em>-output types can provide either a float (isotropic) or vector<em>N</em> (anisotropic) values for `lacunarity` and `diminish`.
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*`texcoord` (vector2): the 2D texture coordinate at which the noise is evaluated. Default is to use the first set of texture coordinates.
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<aid="node-fractal3d"> </a>
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***`fractal3d`**: Zero-centered 3D Fractal noise in 1, 2, 3 or 4 channels, created by summing several octaves of 3D Perlin noise, increasing the frequency and decreasing the amplitude at each octave.
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*`amplitude` (float or vector<em>N</em>): the center-to-peak amplitude of the noise (peak-to-peak amplitude is 2x this value). Default is 1.0.
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*`octaves` (integer): the number of octaves of noise to be summed. Default is 3.
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*`lacunarity` (float or vector<em>N</em>): the exponential scale between successive octaves of noise; must be an integer value if period is non-zero so the result is properly tileable. Default is 2.0. Vector<em>N</em>-output types can provide either a float (isotropic) or vector<em>N</em> (anisotropic) values for `lacunarity` and `diminish`.
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*`diminish` (float or vector<em>N</em>): the rate at which noise amplitude is diminished for each octave. Should be between 0.0 and 1.0; default is 0.5. Vector<em>N</em>-output types can provide either a float (isotropic) or vector<em>N</em> (anisotropic) values for `lacunarity` and `diminish`.
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*`period` (float or vector<em>N</em>): the positive integer distance at which the noise function returns the same value for position coordinates repeated at that step. Default is 0, meaning the noise is not periodic.
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*`position` (vector3): the 3D position at which the noise is evaluated. Default is to use the current 3D object-space coordinate.
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<aid="node-cellnoise2d"> </a>
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***`cellnoise2d`**: 2D cellular noise, 1 or 3 channels (type float or vector3).
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*`period` (float or vector3): the positive integer distance at which the noise function returns the same value for texture coordinates repeated at that step. Default is 0, meaning the noise is not periodic.
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*`texcoord` (vector2): the 2D position at which the noise is evaluated. Default is to use the first set of texture coordinates.
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<aid="node-cellnoise3d"> </a>
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***`cellnoise3d`**: 3D cellular noise, 1 or 3 channels (type float or vector3).
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*`period` (float or vector3): the positive integer distance at which the noise function returns the same value for position coordinates repeated at that step. Default is 0, meaning the noise is not periodic.
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*`position` (vector3): the 3D position at which the noise is evaluated. Default is to use the current 3D object-space coordinate.
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