// Created by Saul Espinosa for Redshift 3D
// Based on * LGVeinedMarble.osl by Shane Ambler
// Modified 01.11.2022
shader MarbleVeinNoise
[[ string help = "Marble Vein Noise Generator",
string label = "Marble Vein Noise" ]]
(
// Input Paramaters
color diffuse_color = 0.0
[[
string label = "Base Color",
string page = "Base"
]],
color VeinColor = 1.0
[[
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 Noise
output color outColor = 1
)
{
// Define Noise
#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;
}
// Output
outColor = mix (diffuse_color, VeinColor, turbsum);
}