
/* * VeinedMarble.osl by Shane Ambler * from https://github.com/sambler/osl-shaders * * original script from - * http://www.renderman.org/RMR/RMRShaders.html * * veinedmarble.sl -- surface shader for a nice veined marble. * * DESCRIPTION: * Makes solid marble texture with strong veins. The "veincolor" parameter * controls the color of the veins. The background color is given by the * surface color (Cs). * * PARAMETERS: * Ka, Kd, Ks, roughness, specularcolor - same as plastic * veinfreq - controls fhe lowest frequency of the color veins * veinlevels - how many "levels" of vein tendrills it has * warpfreq - lowest frequency of the turbulent warping in the marble * warping - controls how much turbulent warping there will be * veincolor - the color of the veins * sharpness - controls how sharp or fuzzy the veins are (higher = sharper) * * * AUTHOR: Larry Gritz, the George Washington University * email: gritz AT seas DOT gwu DOT edu * This file is licensed under Apache 2.0 license * HISTORY: * * last modified 29 Jun 1994 by Larry Gritz * 2012-12-19 converted to blender osl shader by Shane Ambler * 2020-4-27 converted to a Redshift Shader by Saul Espinosa, added coating Microfact GGX & Oren Nayer closure, * new defaults, min/max values, label and page metadata. * 2022-03-08 Added World, Object space controls for the Noise */shader VeinedMarble [[ string help = "Marble Closure Based Material", string label = "Marble" ]](// Input Paramaters color diffuse_color = color(0.946,0.788,0.829) [[ string label = "Diffuse Color", string page = "Diffuse" ]], float diffuse_weight = 0.8 [[ string label = "Diffuse Weight" , string page = "Diffuse", float min = 0, float max = 1 ]], float diffuse_rough = 0.0 [[ string label = "Diffuse Roughness" , string page = "Diffuse", float min = 0, float max = 1 ]], color SpecularColor = color(1.0) [[ string page = "Specular", string label = "Specular Color" ]], float SpecularWeight = 1.0 [[ string label = "Specular Weight" , string page = "Specular", float min = 0, float max = 1 ]], float Roughness = 0.4 [[ string label = "Roughness" , string page = "Specular", float min = 0, float max = 1 ]], float IOR = 1.48 [[ string label = "IOR", string page = "Specular", float min = 0, float max = 25 ]], color coat_color = color(1.0) [[ string label = "Coat Color", string page = "Coat", ]], float coat_weight = 1.0 [[ string label = "Coat Weight" , string page = "Coat", float min = 0, float max = 1 ]], float coat_roughness = 0.005 [[ string label = "Coat Roughness" , string page = "Coat", float min = 0, float max = 1 ]], float coat_IOR = 1.52 [[ string label = "Coat IOR" , string page = "Coat", float min = 0, float max = 25 ]], color VeinColor = color(0.663, 0.319, 0.371) [[ string label = "Vein Color", string page = "Marble Vein" ]], float VeinFreq = 1.0 [[ string label = "Vein Frequency" , string page = "Marble Vein", float min = 0, float max = 10 ]], float VeinLevels = 2.0 [[ string label = "Vein Levels" , string page = "Marble Vein", float min = 0, float max = 25 ]], float WarpFreq = 1.0 [[ string label = "Warp Frequency" , string page = "Marble Vein", float min = 0, float max = 25 ]], float Warping = 0.5 [[ string label = "Vein Warping" , string page = "Marble Vein", float min = 0, float max = 25 ]], float Sharpness = 8.0 [[ string label = "Vein Sharpness" , string page = "Marble Vein", float min = 0, float max = 25 ]], int Space = 1 [[ string page = "Co-ordinates", string widget = "mapper", string options = "World:0|Object:1|Fixed:2", int connectable = 0 ]], vector Origin = 0 [[ string page = "Co-ordinates" ]],// Output Closure output closure color outColor = diffuse(N) ){#define snoise(x) (2*noise(x)-1) color Ct; point Nf; point PP, offset; float i, turb, freq, j; float turbsum; if (Space == 0) PP = P + Origin; else if (Space == 1) PP = transform("object", P) + Origin; else PP = Origin; /* perturb the lookup */ freq = 1; offset = 0; for (i = 0; i < 6; i += 1) { offset += 2 * Warping * ( noise (WarpFreq * freq * PP) - 0.5) / freq; freq *= 2; } PP += offset; /* Now calculate the veining function for the lookup area */ turbsum = 0; freq = 1; PP *= VeinFreq; for (i = 0; i < VeinLevels; i += 1) { turb = abs (snoise (PP)); turb = pow (smoothstep (0.8, 1, 1 - turb), Sharpness) / freq; turbsum += (1-turbsum) * turb; freq *= 3; PP *= 3; } color Out = mix (diffuse_color, VeinColor, turbsum); Nf = normalize(N); outColor = Out * diffuse_weight * oren_nayar(Nf, diffuse_rough); outColor += (SpecularColor * SpecularWeight * microfacet("ggx",Nf,Roughness,IOR,0)) + (coat_color * coat_weight * microfacet("ggx",Nf,coat_roughness,coat_IOR,0));}