Blender V4.3
BLI_noise.hh File Reference

Go to the source code of this file.

Classes

struct  blender::noise::VoronoiParams
 
struct  blender::noise::VoronoiOutput
 

Namespaces

namespace  blender
 
namespace  blender::noise
 

Functions

Hash Functions

Create a randomized hash from the given inputs. Contrary to hash functions in BLI_hash.hh these functions produce better randomness but are more expensive to compute.

uint32_t blender::noise::hash (uint32_t kx)
 
uint32_t blender::noise::hash (uint32_t kx, uint32_t ky)
 
uint32_t blender::noise::hash (uint32_t kx, uint32_t ky, uint32_t kz)
 
uint32_t blender::noise::hash (uint32_t kx, uint32_t ky, uint32_t kz, uint32_t kw)
 
uint32_t blender::noise::hash_float (float kx)
 
uint32_t blender::noise::hash_float (float2 k)
 
uint32_t blender::noise::hash_float (float3 k)
 
uint32_t blender::noise::hash_float (float4 k)
 
uint32_t blender::noise::hash_float (const float4x4 &k)
 
float blender::noise::hash_to_float (uint32_t kx)
 
float blender::noise::hash_to_float (uint32_t kx, uint32_t ky)
 
float blender::noise::hash_to_float (uint32_t kx, uint32_t ky, uint32_t kz)
 
float blender::noise::hash_to_float (uint32_t kx, uint32_t ky, uint32_t kz, uint32_t kw)
 
float blender::noise::hash_float_to_float (float k)
 
float blender::noise::hash_float_to_float (float2 k)
 
float blender::noise::hash_float_to_float (float3 k)
 
float blender::noise::hash_float_to_float (float4 k)
 
float2 blender::noise::hash_float_to_float2 (float2 k)
 
float2 blender::noise::hash_float_to_float2 (float3 k)
 
float2 blender::noise::hash_float_to_float2 (float4 k)
 
float3 blender::noise::hash_float_to_float3 (float k)
 
float3 blender::noise::hash_float_to_float3 (float2 k)
 
float3 blender::noise::hash_float_to_float3 (float3 k)
 
float3 blender::noise::hash_float_to_float3 (float4 k)
 
float4 blender::noise::hash_float_to_float4 (float4 k)
 
Perlin Noise

Perlin, Ken. "Improving noise." Proceedings of the 29th annual conference on Computer graphics and interactive techniques. 2002.

This implementation is functionally identical to the implementations in EEVEE, OSL, and SVM. So any changes should be applied in all relevant implementations.

float blender::noise::perlin_signed (float position)
 
float blender::noise::perlin_signed (float2 position)
 
float blender::noise::perlin_signed (float3 position)
 
float blender::noise::perlin_signed (float4 position)
 
float blender::noise::perlin (float position)
 
float blender::noise::perlin (float2 position)
 
float blender::noise::perlin (float3 position)
 
float blender::noise::perlin (float4 position)
 
template<typename T >
float blender::noise::perlin_fbm (T p, float detail, float roughness, float lacunarity, bool normalize)
 
template<typename T >
float blender::noise::perlin_fractal_distorted (T position, float detail, float roughness, float lacunarity, float offset, float gain, float distortion, int type, bool normalize)
 
float3 blender::noise::perlin_float3_fractal_distorted (float position, float detail, float roughness, float lacunarity, float offset, float gain, float distortion, int type, bool normalize)
 
float3 blender::noise::perlin_float3_fractal_distorted (float2 position, float detail, float roughness, float lacunarity, float offset, float gain, float distortion, int type, bool normalize)
 
float3 blender::noise::perlin_float3_fractal_distorted (float3 position, float detail, float roughness, float lacunarity, float offset, float gain, float distortion, int type, bool normalize)
 
float3 blender::noise::perlin_float3_fractal_distorted (float4 position, float detail, float roughness, float lacunarity, float offset, float gain, float distortion, int type, bool normalize)
 
Voronoi Noise
Note
Ported from Cycles code.

Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez.

Smooth Voronoi:

Distance To Edge based on:

With optimization to change -2..2 scan window to -1..1 for better performance, as explained in https://www.shadertoy.com/view/llG3zy.

float blender::noise::voronoi_distance (const float a, const float b)
 
float blender::noise::voronoi_distance (const float2 a, const float2 b, const VoronoiParams &params)
 
float blender::noise::voronoi_distance (const float3 a, const float3 b, const VoronoiParams &params)
 
float blender::noise::voronoi_distance (const float4 a, const float4 b, const VoronoiParams &params)
 
float4 blender::noise::voronoi_position (const float coord)
 
VoronoiOutput blender::noise::voronoi_f1 (const VoronoiParams &params, const float coord)
 
VoronoiOutput blender::noise::voronoi_smooth_f1 (const VoronoiParams &params, const float coord, const bool calc_color)
 
VoronoiOutput blender::noise::voronoi_f2 (const VoronoiParams &params, const float coord)
 
float blender::noise::voronoi_distance_to_edge (const VoronoiParams &params, const float coord)
 
float blender::noise::voronoi_n_sphere_radius (const VoronoiParams &params, const float coord)
 
float4 blender::noise::voronoi_position (const float2 coord)
 
VoronoiOutput blender::noise::voronoi_f1 (const VoronoiParams &params, const float2 coord)
 
VoronoiOutput blender::noise::voronoi_smooth_f1 (const VoronoiParams &params, const float2 coord, const bool calc_color)
 
VoronoiOutput blender::noise::voronoi_f2 (const VoronoiParams &params, const float2 coord)
 
float blender::noise::voronoi_distance_to_edge (const VoronoiParams &params, const float2 coord)
 
float blender::noise::voronoi_n_sphere_radius (const VoronoiParams &params, const float2 coord)
 
float4 blender::noise::voronoi_position (const float3 coord)
 
VoronoiOutput blender::noise::voronoi_f1 (const VoronoiParams &params, const float3 coord)
 
VoronoiOutput blender::noise::voronoi_smooth_f1 (const VoronoiParams &params, const float3 coord, const bool calc_color)
 
VoronoiOutput blender::noise::voronoi_f2 (const VoronoiParams &params, const float3 coord)
 
float blender::noise::voronoi_distance_to_edge (const VoronoiParams &params, const float3 coord)
 
float blender::noise::voronoi_n_sphere_radius (const VoronoiParams &params, const float3 coord)
 
float4 blender::noise::voronoi_position (const float4 coord)
 
VoronoiOutput blender::noise::voronoi_f1 (const VoronoiParams &params, const float4 coord)
 
VoronoiOutput blender::noise::voronoi_smooth_f1 (const VoronoiParams &params, const float4 coord, const bool calc_color)
 
VoronoiOutput blender::noise::voronoi_f2 (const VoronoiParams &params, const float4 coord)
 
float blender::noise::voronoi_distance_to_edge (const VoronoiParams &params, const float4 coord)
 
float blender::noise::voronoi_n_sphere_radius (const VoronoiParams &params, const float4 coord)
 
template<typename T >
VoronoiOutput blender::noise::fractal_voronoi_x_fx (const VoronoiParams &params, const T coord, const bool calc_color)
 
template<typename T >
float blender::noise::fractal_voronoi_distance_to_edge (const VoronoiParams &params, const T coord)
 
Gabor Noise

Implements Gabor noise based on the paper:

Lagae, Ares, et al. "Procedural noise using sparse Gabor convolution." ACM Transactions on Graphics (TOG) 28.3 (2009): 1-10.

But with the improvements from the paper:

Tavernier, Vincent, et al. "Making gabor noise fast and normalized." Eurographics 2019-40th Annual Conference of the European Association for Computer Graphics. 2019.

And compute the Phase and Intensity of the Gabor based on the paper:

Tricard, Thibault, et al. "Procedural phasor noise." ACM Transactions on Graphics (TOG) 38.4 (2019): 1-13.

void blender::noise::gabor (const float2 coordinates, const float scale, const float frequency, const float anisotropy, const float orientation, float *r_value, float *r_phase, float *r_intensity)
 
void blender::noise::gabor (const float3 coordinates, const float scale, const float frequency, const float anisotropy, const float3 orientation, float *r_value, float *r_phase, float *r_intensity)