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Gizmo { | |
name Noise_3D | |
inputs 2 | |
help "Generate Noise in 3D space based on Position passes. It includes pre-made Position passes for some 3D primitives, or can use a custom pass. Uses a 4D noise internally so that the 4th dimension can be used to add a 'boiling' effect" | |
addUserKnob {20 noise3d l "3D Noise"} | |
addUserKnob {4 mapping l Mapping t "Generates a Noise based on a 3D shape, unfolded to fit into a UV plane.\n\nThe Custom P Input lets you input the shape of your choice. Using a pWorld pass as cutom P will generate a 3D noise as seen from the same camera as used to render the Pworld. Ensure an Alpha channel is present for Custom P." M {"Card (Flat)" Spherical "Cylindrical (Tile X)" "Cylinder 4D (Tile X and Y)" "Custom P Input" "" ""}} | |
addUserKnob {26 ""} | |
addUserKnob {41 translate T Axis_3D.translate} | |
addUserKnob {41 rotate T Axis_3D.rotate} | |
addUserKnob {41 scaling l scale T Axis_3D.scaling} |
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inline float3 uv_to_sphere(const float2 uv, const float2 image_size) | |
{ | |
float2 st = (uv+float2(0.5f)) / image_size; | |
float latitude = (st.y - 0.5f) * PI; | |
float longitude = (st.x - 0.5f) * 2 * PI; | |
float radiusAtLat = cos(latitude); | |
float3 normal; | |
normal.x = radiusAtLat * cos(longitude); | |
normal.y = sin(latitude); | |
normal.z = radiusAtLat * sin(longitude); |
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Group { | |
name Point_Radial_Force | |
label "\[value strength]" | |
selected true | |
xpos 490 | |
ypos -269 | |
addUserKnob {20 User} | |
addUserKnob {7 strength l Strength} | |
strength -1 | |
} |
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