├── .gitignore ├── LICENSE ├── README.md ├── circdots.blend ├── circdots.osl ├── circdots_color.blend ├── lyapunov.blend ├── lyapunov.osl ├── lyapunov_volume.blend ├── mandelbulb.blend ├── mandelbulb.osl └── mandelbulb_volume.blend /.gitignore: -------------------------------------------------------------------------------- 1 | *.oso 2 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 2, June 1991 3 | 4 | Copyright (C) 1989, 1991 Free Software Foundation, Inc., 5 | 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 6 | Everyone is permitted to copy and distribute verbatim copies 7 | of this license document, but changing it is not allowed. 8 | 9 | Preamble 10 | 11 | The licenses for most software are designed to take away your 12 | freedom to share and change it. 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If this is what you want to do, use the GNU Lesser General 339 | Public License instead of this License. 340 | 341 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ## blender-osl-shader 2 | ( install blender first: ... ) 3 | try out: ... 4 | -------------------------------------------------------------------------------- /circdots.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maitag/blender-osl-shader/96ac8c492350ed3f002b09d4ac5001ccec91f23b/circdots.blend -------------------------------------------------------------------------------- /circdots.osl: -------------------------------------------------------------------------------- 1 | /* 2 | * Copyright 2015, Blender Foundation. 3 | * 4 | * This program is free software; you can redistribute it and/or 5 | * modify it under the terms of the GNU General Public License 6 | * as published by the Free Software Foundation; either version 2 7 | * of the License, or (at your option) any later version. 8 | * 9 | * This program is distributed in the hope that it will be useful, 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 12 | * GNU General Public License for more details. 13 | * 14 | * You should have received a copy of the GNU General Public License 15 | * along with this program; if not, write to the Free Software Foundation, 16 | * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 17 | */ 18 | 19 | /* 20 | * OSL Shader for circular arranged dots - inspired by Aborigines dotpainting art 21 | * Algorithm and code by Sylvio Sell - maitag.de - Rostock Germany 2015 22 | * More information: https://github.com/maitag/blender-osl-shader 23 | */ 24 | 25 | float circdots_intensity ( 26 | point p, 27 | float _dot_size, 28 | float _hole_size, 29 | float delta_dr, 30 | float dot_soft, 31 | float hole_soft, 32 | float g0, 33 | float d, 34 | float delta_d, 35 | float a, 36 | float delta_a, 37 | float rotation_offset, 38 | float _pit_form, 39 | float pit_size1, 40 | float pit_size2, 41 | int ol_type, 42 | int delta_circle, 43 | int delta_angle, 44 | output float circle_number, 45 | output float angle ) 46 | { 47 | // ----------------------------- 48 | float pit_form = _pit_form; 49 | 50 | float x = p[0]; 51 | float y = p[1]; 52 | float k; 53 | float g; 54 | float n; // circle number (starts with 0.0 at g0) 55 | float dot_size; 56 | float hole_size; 57 | float aw; // angle diff of circle-part 58 | float gw; // angle for unit-circle (from 0,0 zu x,y) 59 | float rotation; 60 | float xk,yk; // coordinates neares point at nearest circle 61 | float ab; // distance between these two points 62 | float x_pit; 63 | float intensity = 0.0; 64 | 65 | // distance to center point (0,0) 66 | g = sqrt(x*x+y*y); 67 | 68 | // nearest circle to g(n) ... n= 0,1,2... 69 | if (delta_d == 0.0) { 70 | n = round((abs(g-g0))/d); 71 | } 72 | else { 73 | if (delta_d < 0.0) { 74 | n = -d/(2.0*delta_d) - sqrt( (d*d)/(4.0*delta_d*delta_d) + abs(g-g0)/delta_d ); 75 | } 76 | else { 77 | n = -d/(2.0*delta_d) + sqrt( (d*d)/(4.0*delta_d*delta_d) + abs(g-g0)/delta_d ); 78 | } 79 | } 80 | 81 | // ----------------------------------------------------------- 82 | n=round(n); 83 | 84 | // overlapp nearly dots 85 | if (n+delta_circle >= 0.0) { 86 | n=n+delta_circle; 87 | circle_number = (int) n; 88 | } 89 | else { 90 | circle_number = -1; 91 | return(0.0); 92 | } 93 | 94 | // calculate circle with rounded n 95 | k = g0+n*d+n*n*delta_d; 96 | 97 | // grow or shrink dot-size 98 | dot_size = abs(_dot_size+delta_dr*n); 99 | 100 | // hole_size percentage of dot_size 101 | hole_size = _hole_size*dot_size; 102 | 103 | // calc circumference part 104 | a = M_2PI*a*0.2; 105 | 106 | // grow or shrink dot-distance (at same circle) 107 | //a=a+delta_a*dot_size*n/2; 108 | a = a+2.0*delta_a*n; 109 | 110 | // avoid division by zero 111 | if (a == 0.0) { 112 | aw = 360.0; 113 | } 114 | else { 115 | aw = 360.0/round(M_2PI*k/a); 116 | // overlap typ1 neighboar dots (at same circle) 117 | if (ol_type == 1) { 118 | aw = aw+aw*delta_angle; 119 | } 120 | } 121 | 122 | if (g == 0.0) { 123 | gw = 0.0; 124 | } 125 | else { 126 | if (y>=0.0) { 127 | gw = acos(x/g)*180.0/M_PI; 128 | } 129 | else { 130 | gw = -acos(x/g)*180.0/M_PI; 131 | } 132 | } 133 | 134 | // calc rotation 135 | rotation = n*rotation_offset; 136 | 137 | angle = aw*round((gw-rotation)/aw)+rotation; 138 | 139 | // overlap typ2 neighboar dots (at same circle) 140 | if (ol_type > 1) { 141 | angle = aw*( round((gw-rotation)/aw)+delta_angle )+rotation; 142 | } 143 | 144 | angle = angle*M_PI/180.0; // back to radians for sin und cos 145 | xk = k*cos(angle); 146 | yk = k*sin(angle); 147 | 148 | ab = sqrt((xk-x)*(xk-x)+(yk-y)*(yk-y)); 149 | 150 | // ----------------------------------------------------------- 151 | // make a fruit like pit ;) 152 | if (pit_form != 0.0 || pit_size1 != 0.0) { 153 | x_pit = acos((k*k+ab*ab-g*g)/(2.0*k*ab))/M_PI; 154 | // transform x_pit from 0 to 1 to -1 to 0: 155 | if (pit_form < 0.0) { 156 | // reverse pit_form 157 | x_pit = x_pit-1.0; 158 | } 159 | else { 160 | x_pit = 0.0-x_pit; 161 | } 162 | // x_pit = -pow(-x_pit,1.6); 163 | pit_form = 0.4*abs(pit_form)*(6.0*x_pit+12.0*x_pit*x_pit+6.0*x_pit*x_pit*x_pit)+1.0; 164 | 165 | // make smaller 166 | if (pit_size1 != 0.0) { 167 | pit_form = pit_form*(-1.0*(pit_size2+4.0)/5.0*pit_size1*(pow(sin(sin(sin(sin(M_PI*(1.0+x_pit))))),pit_size2))+1.0); 168 | } 169 | dot_size = dot_size*pit_form; 170 | hole_size = hole_size*pit_form; 171 | } 172 | 173 | // ----------------------------------------------------------- 174 | 175 | if (ab <= dot_size) { 176 | // first let sum of both soft-values <=100 ! 177 | if (dot_soft+hole_soft > 100.0) { 178 | dot_soft = dot_soft -((dot_soft+hole_soft-100.0)/2.0); 179 | hole_soft = 100.0-dot_soft; 180 | } 181 | // dot_softnes outside 182 | if (ab > dot_size-(dot_size-hole_size)*dot_soft/100.0) { 183 | intensity = sin((M_PI*50.0*(dot_size-ab))/((dot_size-hole_size)*dot_soft)); 184 | } 185 | else { 186 | intensity = 1.0; 187 | } 188 | // hole_softnes inside dot 189 | if (ab >= hole_size) { 190 | if (ab < hole_size+(dot_size-hole_size)*hole_soft/100.0) { 191 | intensity = sin((M_PI*50.0*(ab-hole_size))/((dot_size-hole_size)*hole_soft)); 192 | } 193 | } 194 | else { 195 | intensity = 0.0; 196 | } 197 | } 198 | else { // not inside dot 199 | intensity = 0.0; 200 | } 201 | 202 | return(intensity); 203 | } 204 | 205 | // ---------------------------------------------------------------------------------------------- 206 | // ---------------------------------------------------------------------------------------------- 207 | // ---------------------------------------------------------------------------------------------- 208 | 209 | shader node_circdots ( 210 | float circ_size = 0.2, // inner circle size 211 | float circ_dist = 0.4, // distance between circles 212 | 213 | float dot_size = 1.0, // dot size 214 | float dot_dist = 0.5, // distance between neighbour dots on same circle 215 | 216 | int overlap1 = 0, // overlaps neighbour dots 217 | int overlap2 = 0, // overlaps neighbour dots 218 | 219 | float dot_soft = 0.3, // dot goes soft on outer border 220 | float hole_size = 0.0, // size of hole inside dots 221 | float hole_soft = 0.0, // dot goes soft from inside 222 | 223 | float rotation_offset = 0.0, // rotation offset relative to center 224 | 225 | float rel_circ_dist = 0.0,// distance-factor between circles, relative to circle-radius 226 | float rel_dot_dist = 0.0, // distance-factor between dots on same circle, relative to circle-radius 227 | float rel_dot_size = 0.0, // dots size-factor, relative to circle-radius 228 | 229 | float pit_form = 0.0, // dot form (like pit of fruits) 230 | float pit_size1 = 0.0, // form factor 1 231 | float pit_size2 = 1.0, // form factor 2 232 | 233 | float scale = 1.00, 234 | 235 | point position = P, 236 | output float intensity = 0.0, 237 | output float circle_number = 0.0, 238 | output float dot_angle = 0.0 ) 239 | { 240 | // ----------------------------- 241 | float get_intensity = 0.0; 242 | float get_circle_number = 0.0; 243 | float get_angle = 0.0; 244 | 245 | int i,j; 246 | float max_hit_dots = 0.0; 247 | 248 | for (i = -max(0,overlap1); i <= max(0,overlap1); i++) 249 | { 250 | for (j = -max(0,overlap2); j <= max(0,overlap2); j++) 251 | { 252 | get_intensity = circdots_intensity( 253 | position*scale, 254 | dot_size / 10.0, 255 | min(0.9999,hole_size), 256 | rel_dot_size / 100.0, 257 | dot_soft * 100.0, 258 | hole_soft * 100.0, 259 | circ_size, 260 | circ_dist, 261 | rel_circ_dist / 100.0, 262 | dot_dist / 3.14, 263 | rel_dot_dist / 100.0, 264 | rotation_offset, 265 | pit_form, 266 | pit_size1, 267 | pit_size2, 268 | 2, j, i, 269 | get_circle_number, 270 | get_angle); 271 | 272 | if (get_intensity > 0.0) { 273 | if (get_intensity>intensity) intensity = get_intensity; 274 | max_hit_dots = max_hit_dots+get_intensity; 275 | circle_number += get_circle_number * get_intensity; 276 | dot_angle += get_angle * get_intensity; 277 | } 278 | } 279 | } 280 | 281 | if (max_hit_dots > 0) { 282 | circle_number = circle_number / max_hit_dots; 283 | dot_angle = dot_angle / max_hit_dots; 284 | } 285 | 286 | circle_number=circle_number+1.0; 287 | dot_angle=dot_angle/M_PI/2.0; 288 | } 289 | -------------------------------------------------------------------------------- /circdots_color.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maitag/blender-osl-shader/96ac8c492350ed3f002b09d4ac5001ccec91f23b/circdots_color.blend -------------------------------------------------------------------------------- /lyapunov.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maitag/blender-osl-shader/96ac8c492350ed3f002b09d4ac5001ccec91f23b/lyapunov.blend -------------------------------------------------------------------------------- /lyapunov.osl: -------------------------------------------------------------------------------- 1 | /* 2 | * Copyright 2011, Blender Foundation. 3 | * 4 | * This program is free software; you can redistribute it and/or 5 | * modify it under the terms of the GNU General Public License 6 | * as published by the Free Software Foundation; either version 2 7 | * of the License, or (at your option) any later version. 8 | * 9 | * This program is distributed in the hope that it will be useful, 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 12 | * GNU General Public License for more details. 13 | * 14 | * You should have received a copy of the GNU General Public License 15 | * along with this program; if not, write to the Free Software Foundation, 16 | * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 17 | */ 18 | 19 | 20 | /* 21 | * Lyapunov Shader - in memory of great mathematician Aleksandr Mikhailovich Lyapunov 22 | * Original code: Sylvio Sell - maitag.de - Rostock Germany 2013 23 | * recoded 2015 for better node integration and artists control 24 | * devel task: https://developer.blender.org/T32305 25 | * thanks to Thomas Dinges for initial OSL port 26 | */ 27 | 28 | 29 | /* ------- function that describes behavior of dynamic system ------- */ 30 | 31 | float func(float x, float p, float p1, float p2) 32 | { 33 | return p1*sin(x+p)*sin(x+p)+p2; 34 | } 35 | float deriv(float x, float p, float p1, float p2) 36 | { 37 | return p1*sin(2.0*(x+p)); 38 | } 39 | 40 | 41 | /* ------- sequence (todo: customizing by parameter;) ------- */ 42 | 43 | void pre_step(output float x, point p, float p1, float p2) 44 | { 45 | for(int i = 0; i < 3; i++) { 46 | x = func(x,p[i],p1,p2); 47 | } 48 | } 49 | 50 | void main_step(output float index, output int iter, output float x, point p, float p1, float p2, float balance) 51 | { 52 | for(int i = 0; i < 3; i++) { 53 | x = func(x,p[i],p1,p2); 54 | index += ( log(fabs(deriv(x,p[i],p1,p2)))*balance + deriv(x,p[i],p1,p2)*(1.0-balance) ) / 2.0; 55 | iter++; 56 | } 57 | } 58 | 59 | 60 | /* ------- calculates Lyapunov index ------- */ 61 | 62 | float lyapunov(point p, float x_start, float iteration_pre, float iteration_main, float p1, float p2, float balance) 63 | { 64 | float x = x_start; 65 | int iter_pre = (int)floor(iteration_pre); 66 | int iter_main = (int)floor(iteration_main); 67 | float nabla_pre = iteration_pre - (float)iter_pre; 68 | float nabla_main = iteration_main - (float)iter_main; 69 | 70 | float index = 0.0; 71 | float ableitung = 0.0; 72 | int iter = 0; 73 | 74 | /* Pre-iteration */ 75 | for(int i = 0; i < iter_pre; i++) { 76 | pre_step(x,p,p1,p2); 77 | } 78 | 79 | if (nabla_pre != 0.0) { 80 | float x_pre = x; 81 | pre_step(x,p,p1,p2); 82 | x = x*nabla_pre + x_pre*(1.0-nabla_pre); 83 | } 84 | 85 | /* Main-iteration */ 86 | for(int i = 0; i < iter_main; i++) { 87 | main_step(index, iter, x, p, p1, p2, balance); 88 | } 89 | 90 | if (nabla_main == 0.0) { 91 | index = (iter != 0) ? index/(float)(iter) : 0.0; 92 | } 93 | else { 94 | float index_pre = (iter != 0) ? index/(float)(iter) : 0.0; 95 | 96 | main_step(index, iter, x, p, p1, p2, balance); 97 | 98 | index = (iter != 0) ? index/(float)(iter) : 0.0; 99 | index = index*nabla_main + index_pre*(1.0-nabla_main); 100 | } 101 | 102 | return index; 103 | } 104 | 105 | 106 | /* ------------------ SHADER MAIN ---------------------- */ 107 | 108 | shader node_lyapunov( 109 | float Shift = 0.0, 110 | float Balance = 0.0, 111 | float Pre_Iteration = 0.0, 112 | float Main_Iteration = 1.0, 113 | float Param1 = 2.0, 114 | float Param2 = 2.0, 115 | float Scale = 1.0, 116 | point Pos = P, 117 | output float Fac = 0.0, 118 | output float Positiv = 0.0, 119 | output float Negativ = 0.0) 120 | { 121 | /* Calculate Lyapunov Index */ 122 | float index = lyapunov(Pos*Scale, Shift, Pre_Iteration, Main_Iteration, Param1, Param2, Balance); 123 | 124 | /* separate output */ 125 | if (index > 0.0) { 126 | Positiv = index; 127 | } 128 | else { 129 | Negativ = -index; 130 | } 131 | 132 | Fac = 0.5 + index; 133 | 134 | } 135 | 136 | -------------------------------------------------------------------------------- /lyapunov_volume.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maitag/blender-osl-shader/96ac8c492350ed3f002b09d4ac5001ccec91f23b/lyapunov_volume.blend -------------------------------------------------------------------------------- /mandelbulb.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maitag/blender-osl-shader/96ac8c492350ed3f002b09d4ac5001ccec91f23b/mandelbulb.blend -------------------------------------------------------------------------------- /mandelbulb.osl: -------------------------------------------------------------------------------- 1 | /* 2 | * Copyright 2015, Blender Foundation. 3 | * 4 | * This program is free software; you can redistribute it and/or 5 | * modify it under the terms of the GNU General Public License 6 | * as published by the Free Software Foundation; either version 2 7 | * of the License, or (at your option) any later version. 8 | * 9 | * This program is distributed in the hope that it will be useful, 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 12 | * GNU General Public License for more details. 13 | * 14 | * You should have received a copy of the GNU General Public License 15 | * along with this program; if not, write to the Free Software Foundation, 16 | * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 17 | */ 18 | 19 | /* 20 | * mandelbulb OSL Shader - by Sylvio Sell - maitag.de - Rostock Germany 2015 21 | * More information: https://github.com/maitag/blender-osl-shader 22 | */ 23 | 24 | float mandelbulb_intensity ( 25 | point p, 26 | float max_iter, // max number of iterations 27 | float max_pow, // max power 28 | float n // power 29 | ) 30 | { 31 | // ----------------------------- 32 | int iter = 0; 33 | 34 | float r, theta, phi; 35 | float tmp_pow_r_n, tmp_sin_theta_n; 36 | 37 | float x = p[0]; 38 | float y = p[1]; 39 | float z = p[2]; 40 | 41 | float tmp_xyz = x*x + y*y + z*z; 42 | 43 | while ( tmp_xyz < max_pow && iter < max_iter) 44 | { 45 | 46 | r = sqrt(tmp_xyz); 47 | theta = atan2(sqrt(x*x + y*y) , z); 48 | phi = atan2(y,x); 49 | 50 | tmp_pow_r_n = pow(r,n); 51 | tmp_sin_theta_n = sin(theta*n); 52 | 53 | x = tmp_pow_r_n * tmp_sin_theta_n * cos(phi*n) + p[0]; 54 | y = tmp_pow_r_n * tmp_sin_theta_n * sin(phi*n) + p[1]; 55 | z = tmp_pow_r_n * cos(theta*n) + p[2]; 56 | 57 | tmp_xyz = x*x + y*y + z*z; 58 | 59 | iter++; 60 | } 61 | 62 | return( iter / max_iter ); 63 | } 64 | 65 | // ---------------------------------------------------------------------------------------------- 66 | // ---------------------------------------------------------------------------------------------- 67 | // ---------------------------------------------------------------------------------------------- 68 | 69 | shader node_mandelbulb ( 70 | float iterations = 12.0, // number of iterations 71 | float power = 2.0, // max power 72 | float symmetry = 3.0, // power 73 | 74 | float scale = 1.0, 75 | 76 | point position = P, 77 | output float intensity = 0.0 ) 78 | { 79 | // ----------------------------- 80 | 81 | intensity = mandelbulb_intensity( position*scale, iterations, power, symmetry ); 82 | } 83 | -------------------------------------------------------------------------------- /mandelbulb_volume.blend: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/maitag/blender-osl-shader/96ac8c492350ed3f002b09d4ac5001ccec91f23b/mandelbulb_volume.blend --------------------------------------------------------------------------------