/* * noise2(): surface shader giving a color based on a * common noise function */ surface noise2( float octaves = 4.00, lacunarity = 2.00, scale = 3.00, brightness = 0.45, contrast = 5.00 ) { float i, size; float sum; sum = 0.0; size = scale; for (i=0; i < octaves; i+=1) { sum += (0.5 - abs(0.5 - (noise(s*size, t*size)))) / size; /*sum += (0.5 - (noise(s*size, t*size))) / size;*/ size *= lacunarity; } sum = ((sum + (brightness - 0.5)) * contrast) + 0.5; Ci = color sum; }