Blender Cycles OSL: Voronoi Tiles Material
Hi everybody. This code is ported to OSL from a GLSL version . The material looks like this: The OSL code is as follows: #include <stdosl.h> #define TILE_MAX_HEIGHT 0.12 #define TILE_MIN_HEIGHT 0.05 // GLSL function float fract(float x) { return (x - floor(x)); } // GLSL function vector fract(vector v) { return vector(v[0] - floor(v[0]),v[1] - floor(v[1]),v[2] - floor(v[2])); } float rand(vector co){ return fract(sin(dot(co ,vector(12.9898,78.233,0.0))) * 43758.5453); } vector random2f( vector seed ) { float rnd1 = mod(rand(seed), 1.0); float rnd2 = mod(rnd1*2.0,1.0); return vector(rnd1, rnd2, 0.0); } float hash(float n) { return fract(pow(sin(n), 1.1)*1e6); } float noise(vector x) { vector p = vector(x[0],x[1],x[1]); vector d = vector(1.0,30.0,30.0*30.0); vector f = fract(p), p0 = floor(p)*d, p1 = p0 + d; f[0] = f[0] * f[0] * (3.0 - 2.0 * f[0]); f[1] = f[1] * f[1] * (3.0 - 2.0 * f[1]); float t = mix(mix(m...