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// DistanceToNode Shader | ||
// DistanceToNode by Philippe Groarke | ||
// Modified: 2022-06-24 | ||
// Copyright 2022 Autodesk Inc, All rights reserved. This file is licensed under Apache 2.0 license | ||
// https://github.com/ADN-DevTech/3dsMax-OSL-Shaders/blob/master/LICENSE.txt | ||
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// Play with k, | ||
// https://www.desmos.com/calculator/og836nvwmx | ||
float interp(float k, float percent) { | ||
float ret = 0.0; | ||
float epsilon = 0.0001; | ||
if (fabs(k) < epsilon) { | ||
// Actual k = 0 == 0 always. Just do linear interp. | ||
ret = percent; | ||
} else { | ||
ret = (exp(k * percent) - 1.0) / (exp(k) - 1.0); | ||
} | ||
return ret; | ||
} | ||
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shader DistanceToNode | ||
[[ | ||
string help = | ||
"<h3>Distance To Node</h3>" | ||
"Outputs the current shaded fragment's distance to a selected node's center." | ||
, | ||
string label = "Distance To Node" | ||
]] | ||
( | ||
string INode = "<Pick Object>" | ||
[[ | ||
string widget = "max:actionButton", | ||
string label = "Object", | ||
string actionID = "selectObject('Pick some Object')", | ||
int connectable = 0, | ||
]], | ||
vector XAxis = vector(1,0,0) [[ int connectable = 0, string widget="null" ]], | ||
vector YAxis = vector(0,1,0) [[ int connectable = 0, string widget="null" ]], | ||
vector ZAxis = vector(0,0,1) [[ int connectable = 0, string widget="null" ]], | ||
point Position = point (0,0,0) [[ int connectable = 0, string widget="null" ]], | ||
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float Far = 10.0 | ||
[[ | ||
string label = "Far", | ||
string help = "The maximum distance considered 'far'. Distance is normalized to this value." | ||
]], | ||
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float Steepness = 0.0 | ||
[[ | ||
string label = "Steepness", | ||
string help = "Positive is exponential, negative is logarithmic and '0' is linear interpolation.", | ||
int connectable = 0, | ||
// string packName = "Steepness", | ||
]], | ||
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int Clamp = 0 | ||
[[ | ||
string widget = "checkBox", | ||
string label = "Clamp", | ||
string help = "Clamps the output distance to 1.0", | ||
int connectable = 0, | ||
// string packName = "Steepness", | ||
]], | ||
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output float Distance = 0.0 | ||
[[ | ||
string label = "Distance", | ||
string help = "A very simple distance to the center of an object." | ||
]], | ||
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output float Clip = 0.0 | ||
[[ | ||
string label = "Clip", | ||
string help = "The clip map outputs white if values exceed 1." | ||
]] | ||
) | ||
{ | ||
point world_p = transform("world", P); | ||
point world_obj_p = transform("world", Position); | ||
vector to_obj_v = world_obj_p - world_p; | ||
float dist_to_center = length(to_obj_v); | ||
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// Dumb dist, might be enough for some scenarios. | ||
float o = Far == 0.0 ? dist_to_center : dist_to_center / Far; | ||
o = o <= 0.0 ? 1.0 : 1.0 / o; | ||
o = o >= 1.0 && Clamp ? 1.0 : o; | ||
Clip = o >= 1.0 ? 1.0 : 0.0; | ||
Distance = interp(Steepness, o); | ||
} |