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February 10, 2024 02:46
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A procedural jerusalem stone texture generator with controls on size variations, grout width and corner roundness
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############### USER PARAMETERS ###################### | |
$frequency = 1; # 1.0, 4 | |
$irregularity = 0.075; # 0, 1 | |
$cornerSharpness = 30; # 1,50 | |
$groutWidth = 0.05; # 0,.5 | |
$groutSharpness = 0.5; # 0,1 | |
$numberOfRows = 20; # 10,30 | |
$rowSizeVariation = 0; #0 , 1 | |
$minNumberOfBricks = 10; #5,20 | |
$maxNumberOfBricks = 10; #5, 20 | |
$brickSizeVariation = 0; #0,1 | |
$brickOffsetVariation = 0.5; # 0, 1 | |
##### END OF USER PARAMETERS | |
############### OVERALL FIELD MODULATION ############# | |
$noiseBigU = fbm([$u*12, $v*12,1],6,2,.75); | |
$u = $u + $noiseBigU*$irregularity/$numberOfRows; | |
$noiseBigV = fbm([111+$u*8, 111+$v*8,0],6,2,.75); | |
$v = $v + $noiseBigV*$irregularity/$numberOfRows; | |
$u *= $frequency; | |
$v *= $frequency; | |
############### ROW CREATION ######################### | |
$vNum = $numberOfRows; | |
# variation in width of horizontal bands | |
$vVar = $rowSizeVariation; | |
# horizontal noise | |
$vNoise = noise($v*$vNum)*2-1; | |
$vNoise = $vNoise * $vVar; | |
# v2 is the noisy horizontal grad | |
$v2 = $v*$vNum+$vNoise; | |
# give each row an index | |
$rowIndex = floor($v2); | |
#give each row a random value | |
$rowRandom = hash($rowIndex); | |
############### BRICK CREATION ####################### | |
# min and max number of bricks per row | |
$uNumMin = $minNumberOfBricks; | |
$uNumMax = $maxNumberOfBricks; | |
$uNum = compress($rowRandom, $uNumMin, $uNumMax); | |
# | |
$uVar = $brickSizeVariation; | |
$uNoise = noise($u* $uNum * .5)*2-1; | |
$uNoise = $uNoise * $uVar; | |
$u2 = ($u * $uNum + $uNoise) + ($rowIndex) * .5 + ($rowRandom-.5) * $brickOffsetVariation; | |
$colIndex = floor($u2); | |
$brickIndex = $rowIndex * $uNumMax + $colIndex; | |
$brickHash = hash($brickIndex); | |
############### BRICK PROFILE ######################## | |
$v2Ramp = fmod($v2,1)-.5; | |
$u2Ramp = fmod($u2,1)-.5; | |
# super ellipse | |
$e = $cornerSharpness; | |
$vx = abs($u2Ramp); | |
$vy = abs($v2Ramp); | |
$vxx = $vx; | |
$vyy = $vy; | |
if ($vyy > $vxx) { | |
$vxx = $vy; | |
$vyy = $vx; | |
} | |
$vxx = e * log($vxx); | |
$vyy = e * log($vyy); | |
$logSumExp = $vxx + log(1.0 + exp($vyy - $vxx)); | |
$logSumExp = exp($logSumExp/$e) * 1.9; | |
$groutStart = 1-$groutWidth*2; | |
$groutEnd = $groutStart + $groutWidth * (1-$groutSharpness); | |
$grout = gaussstep($logSumExp,$groutStart,$groutEnd); | |
$out = $brickHash * (1-$grout); | |
$color = [$out,$out,$out]; | |
$color |
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