Created
May 10, 2020 17:17
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// Diffuse Color | |
shader | |
colorByP(float minheight = 1.25, | |
float maxheight = 1.25, | |
color mincolor = color(1,0,0), | |
color maxcolor = color(0,1,0), | |
output color resultRGB = 0 | |
) | |
{ | |
point p = transform("world", P); | |
float blend = smoothstep(minheight, maxheight, p[1]); | |
resultRGB = mix(mincolor, maxcolor, blend); | |
} | |
// Bump - SeExpression | |
length_xyz =floatInput1; #0.0,2.0 | |
width1_xyz =floatInput2; #0.0,2.0 | |
width2_xyz =floatInput3; #0.0,2.0 | |
x1 = choose(width1_xyz/2,P[0],P[1],P[2]); | |
y1 = choose(width2_xyz/2,P[0],P[1],P[2]); | |
ss = choose(length_xyz/2,P[0],P[1],P[2]); | |
x = x1; | |
y = y1; | |
tt = (x > 0 && y >= 0) ? atan(y/x): | |
(x > 0 && y < 0) ? atan(y/x) + 2*PI : | |
(x <0) ? atan(y/x) + PI : | |
(x == 0 && y > 0) ? PI/2: | |
(x == 0 && y < 0) ? 3*PI/2: 0; | |
tt = tt/(2*PI); | |
twist =floatInput4; # 1,200.00 | |
threadCount =1.000; #1,20.00 | |
grooveShape =3.487; #0.1,10.00 | |
disp = (ss*threadCount - tt*twist)%1; | |
disp = ((disp -.5)*2) -> abs() -> pow(grooveShape) -> invert(); | |
disp |
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