material-maker/addons/material_maker/nodes/tex3d_fbm.mmg

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{
"name": "tex3d_fbm",
"node_position": {
"x": 0,
"y": 0
},
"parameters": {
"iterations": 1,
"noise": 0,
"persistence": 0.5,
"scale_x": 8,
"scale_y": 8,
"scale_z": 8
},
"shader_model": {
"code": "",
"global": "float rand31(vec3 p) {\n\treturn fract(sin(dot(p,vec3(127.1,311.7, 74.7)))*43758.5453123);\n}\nvec3 rand33(vec3 p){\n\tp = vec3( dot(p,vec3(127.1,311.7, 74.7)),\n\t\t\t dot(p,vec3(269.5,183.3,246.1)),\n\t\t\t dot(p,vec3(113.5,271.9,124.6)));\n\n\treturn -1.0 + 2.0*fract(sin(p)*43758.5453123);\n}\n\nfloat tex3d_fbm_value(vec3 coord, vec3 size, float seed) {\n\tvec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size;\n\tvec3 f = fract(coord);\n\tfloat p000 = rand31(mod(o, size));\n\tfloat p001 = rand31(mod(o + vec3(0.0, 0.0, 1.0), size));\n\tfloat p010 = rand31(mod(o + vec3(0.0, 1.0, 0.0), size));\n\tfloat p011 = rand31(mod(o + vec3(0.0, 1.0, 1.0), size));\n\tfloat p100 = rand31(mod(o + vec3(1.0, 0.0, 0.0), size));\n\tfloat p101 = rand31(mod(o + vec3(1.0, 0.0, 1.0), size));\n\tfloat p110 = rand31(mod(o + vec3(1.0, 1.0, 0.0), size));\n\tfloat p111 = rand31(mod(o + vec3(1.0, 1.0, 1.0), size));\n\tvec3 t = f * f * (3.0 - 2.0 * f);\n\treturn mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z);\n}\n\nfloat tex3d_fbm_perlin(vec3 coord, vec3 size, float seed) {\n\tvec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size;\n\tvec3 f = fract(coord);\n\tvec3 v000 = normalize(rand33(mod(o, size))-vec3(0.5));\n\tvec3 v001 = normalize(rand33(mod(o + vec3(0.0, 0.0, 1.0), size))-vec3(0.5));\n\tvec3 v010 = normalize(rand33(mod(o + vec3(0.0, 1.0, 0.0), size))-vec3(0.5));\n\tvec3 v011 = normalize(rand33(mod(o + vec3(0.0, 1.0, 1.0), size))-vec3(0.5));\n\tvec3 v100 = normalize(rand33(mod(o + vec3(1.0, 0.0, 0.0), size))-vec3(0.5));\n\tvec3 v101 = normalize(rand33(mod(o + vec3(1.0, 0.0, 1.0), size))-vec3(0.5));\n\tvec3 v110 = normalize(rand33(mod(o + vec3(1.0, 1.0, 0.0), size))-vec3(0.5));\n\tvec3 v111 = normalize(rand33(mod(o + vec3(1.0, 1.0, 1.0), size))-vec3(0.5));\n\tfloat p000 = dot(v000, f);\n\tfloat p001 = dot(v001, f - vec3(0.0, 0.0, 1.0));\n\tfloat p010 = dot(v010, f - vec3(0.0, 1.0, 0.0));\n\tfloat p011 = dot(v011, f - vec3(0.0, 1.0, 1.0));\n\tfloat p100 = dot(v100, f - vec3(1.0, 0.0, 0.0));\n\tfloat p101 = dot(v101, f - vec3(1.0, 0.0, 1.0));\n\tfloat p110 = dot(v110, f - vec3(1.0, 1.0, 0.0));\n\tfloat p111 = dot(v111, f - vec3(1.0, 1.0, 1.0));\n\tvec3 t = f * f * (3.0 - 2.0 * f);\n\treturn 0.5 + mix(mix(mix(p000, p100, t.x), mix(p010, p110, t.x), t.y), mix(mix(p001, p101, t.x), mix(p011, p111, t.x), t.y), t.z);\n}\n\nfloat tex3d_fbm_cellular(vec3 coord, vec3 size, float seed) {\n\tvec3 o = floor(coord)+rand3(vec2(float(seed), 1.0-float(seed)))+size;\n\tvec3 f = fract(coord);\n\tfloat min_dist = 3.0;\n\tfor (float x = -1.0; x <= 1.0; x++) {\n\t\tfor (float y = -1.0; y <= 1.0; y++) {\n\t\t\tfor (float z = -1.0; z <= 1.0; z++) {\n\t\t\t\tvec3 node = 0.4*rand33(mod(o + vec3(x, y, z), size)) + vec3(x, y, z);\n\t\t\t\tfloat dist = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y + (f - node).z * (f - node).z);\n\t\t\t\tmin_dist = min(min_dist, dist);\n\t\t\t}\n\t\t}\n\t}\n\treturn min_dist;\n}\n",
"inputs": [
],
"instance": "float $(name)_fbm(vec3 coord, vec3 size, int octaves, float persistence, float seed) {\n\tfloat normalize_factor = 0.0;\n\tfloat value = 0.0;\n\tfloat scale = 1.0;\n\tfor (int i = 0; i < octaves; i++) {\n\t\tvalue += tex3d_fbm_$noise(coord*size, size, seed) * scale;\n\t\tnormalize_factor += scale;\n\t\tsize *= 2.0;\n\t\tscale *= persistence;\n\t}\n\treturn value / normalize_factor;\n}\n",
"name": "TEX3D FBM",
"outputs": [
{
"tex3d": "vec3($(name)_fbm($(uv).xyz, vec3($(scale_x), $(scale_y), $(scale_z)), int($(iterations)), $(persistence), float($(seed))))",
"type": "tex3d"
}
],
"parameters": [
{
"default": 2,
"label": "Noise",
"name": "noise",
"type": "enum",
"values": [
{
"name": "Value",
"value": "value"
},
{
"name": "Perlin",
"value": "perlin"
},
{
"name": "Cellular",
"value": "cellular"
}
]
},
{
"control": "None",
"default": 4,
"label": "Scale X",
"max": 32,
"min": 1,
"name": "scale_x",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 4,
"label": "Scale Y",
"max": 32,
"min": 1,
"name": "scale_y",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 4,
"label": "Scale Z",
"max": 32,
"min": 1,
"name": "scale_z",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 3,
"label": "Iterations",
"max": 10,
"min": 1,
"name": "iterations",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 0.5,
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"label": "Persistence",
"max": 1,
"min": 0,
"name": "persistence",
"step": 0.05,
"type": "float"
}
]
},
"type": "shader"
}