Shader/XGen/Paint3d Expressions
Variables
The specific variables that are used depends on the context that the expression
language is being used in. A common convention we use is to use the following
variables in different contexts. These are just examples. Usually the developer
of the software using expressions will register the acceptable variables with
autocomplete help so that when you type $ in the expression editor a list of
acceptable variables popup.
Image Variables
- $u, $v -texture coords (scalars)
- $Cs, Source image color (vector)
- $As, Source image alpha (scalar)
Surface Shading or Texturing Activities
- $Cs, Source image color (vector)
- $u, $v -texture coords (scalars)
- $P - surface point (vector). Note: $P is sampled from the Pref geometry (if available)
- $N - surface normal
- $objectId - per-surface unique object Id, typically a small integer
- $frame - current frame number
Local Variables
Local variables can be defined at the start of the expression:
$a = noise($P);
$b = noise($a * 1);
pow($a, 0.5) + $b
External variables can also be overridden by local assignment.
This can be useful to scale the noise frequency for instance:
$P = $P * 10; # increase noise frequency
fbm(vnoise($P) + $P/4)
Color,
Masking,and Remapping Functions
float
clamp ( float x, float
lo, float hi ) - constrain x to range [lo, hi]
float
compress ( float x,
float lo, float hi )
Compress the dynamic range from [0..1]
to [lo..hi]
float
expand ( float x, float
lo, float hi )
Expand the dynamic range from [lo..hi]
to [0..1]
float
contrast ( float x,
float c )
Adjust the contrast. For c from
0 to 0.5, the contrast is decreased. For c > 0.5, the contrast
is increased.
float
invert ( float x ) -
Invert the value. Defined as 1-x.
float
remap ( float x, float
source, float range, float falloff, int interp )
General remapping function. When
x is
within +/- range of source, the result is one. The
result falls to zero beyond that range over falloff
distance. The
falloff shape is controlled by interp. Numeric values or named
constants may be used:
int linear
= 0
int smooth = 1
int gaussian = 2
color
saturate ( color x, float amt )
Scales saturation of color by amt.
The color is scaled around the rec709 luminance vlue, and negative
results are clamped at zero.
color
hsi ( color x, float h, float s, float i, float map=1 )
The hsi function shifts the hue by h
(in degrees) and scales the saturation and intensity by s and i
respectively. An map may be supplied which will control the shift
- the full shift will happen when the map is one and no shift will
happen when the map is zero. The shift will be scaled back for
values between zero and one.
color
midhsi ( color x, float h, float s, float i, float map, float
falloff=1, int interp=0 )
The midhsi function is just like the
hsi function except that the control map is centered around the mid
point (value of 0.5) and can scale the shift in both directions.
At the mid
point, no shift happens. At 1.0, the full shift
happens, and at 0.0, the full inverse shift happens. Additional
falloff and interp controls are provided to adjust the map using the
remap function. The default falloff and interp values result in
no remapping.
color
rgbtohsl ( color rgb )
color
hsltorgb ( color hsl )
RGB to HSL color space
conversion.
HSL is Hue, Saturation, Lightness (all in range [0..1] )
These functions have also been extended to support rgb and hsl values
outside of the range [0..1] in a reasonable way. For any rgb or
hsl value (except for negative s values), the conversion is
well-defined and reversible.
float
bias ( float x, float b)
Variation of gamma where control
parameter goes from 0 to 1 with values > 0.5 pulling the curve up
and values < 0.5 pulling the curve down. Defined as pow(x,
log(b)/log(0.5)).
float
gamma ( float x, float g) - pow(x, 1/g)
float
fit ( float x, float a1, float b1, float a2, float b2 )
Linear remapping of [a1..x..b1] to
[a2..x..b2]
float
mix ( float a, float b,
float alpha )
Blend of a and b according to
alpha. Defined as
a*(1-alpha) + b*alpha.
float
boxstep ( float x, float a )
float
gaussstep ( float x, float a, float b )
float
linearstep (
float x, float a, float b )
float
smoothstep ( float x, float a, float b )
The step functions are zero for x <
a and one for x > b (or x > a in the case of boxstep).
Between a and b, the value changes continuously between zero and
one. The gausstep function uses the standard gaussian "bell"
curve which is based on an exponential curve. The smoothstep
function uses a cubic curve. Intuitively, gausstep is has a
sharper transition near one and a softer transition near zero whereas
smoothstep is
has a medium softness near both one and zero.
Noise Functions
float
rand ( [float min, float max], [float seed] )
Random number between min..max (or 0..1
if unspecified).
If a seed is supplied, it will be used in addition to the internal
seeds and may be used to create multiple distinct generators.
float
hash ( float seed1, [float seed2, ...] )
Like rand, but with no internal
seeds. Any number of seeds may be given and the result will be a
random function based on all the seeds.
float
cellnoise ( vector v )
float
cellnoise1 ( float x )
float
cellnoise2 ( float x,
float y )
float
cellnoise3 ( float x,
float y, float z )
color
ccellnoise ( vector v )
- color cellnoise
cellnoise generates a field of constant
colored cubes based on the integer location. This
is the same as the prman cellnoise function.
float
noise ( vector v )
float
noise ( float x, float y )
float
noise ( float x, float y, float z )
float
noise ( float x, float y, float z, float w )
color
cnoise ( vector v) - color noise
float
snoise ( vector v) - signed noise w/ range -1 to 1.
vector
vnoise (vector v ) - signed vector noise
color
cnoise4 ( vector v, float t) - color noise
float
snoise4 ( vector v, float t) - signed noise w/ range -1 to 1.
vector
vnoise4 (vector v, float t ) - signed vector noise
float
pnoise ( vector v, vector period ) - periodic noise
noise is a random function that
smoothly blends between samples at integer locations. This is Ken
Perlin's original noise function.
float
perlin ( vector v )
color
cperlin ( vector v) - color noise
float
sperlin ( vector v) - signed noise w/ range -1 to 1.
vector
vperlin (vector v ) - signed vector noise
"Improved Perlin Noise", based on Ken
Perlin's 2002 Java reference code.
float
fbm ( vector v, int
octaves = 6, float lacunarity = 2, float
gain = 0.5 )
color
cfbm ( vector v, int
octaves = 6, float lacunarity = 2, float
gain = 0.5 )
vector
vfbm ( vector v, int
octaves = 6, float lacunarity = 2, float
gain = 0.5 )
float
fbm4 ( vector v, float time, int
octaves = 6, float lacunarity = 2, float
gain = 0.5 )
color
cfbm4 ( vector v, float time, int
octaves = 6, float lacunarity = 2, float
gain = 0.5 )
vector
vfbm4 ( vector v, float time, int
octaves = 6, float lacunarity = 2, float
gain = 0.5 )
fbm (Fractal Brownian Motion)
is a multi-frequency noise function. The base frequency is the
same as the
"noise" function. The total number of frequencies is controlled
by octaves. The lacunarity is the spacing between
the frequencies - a value of 2 means each octave is twice the previous
frequency. The gain controls how much each frequency is
scaled relative to the previous frequency.
float
turbulence ( vector v,
int octaves = 6, float lacunarity = 2, float
gain = 0.5 )
color
cturbulence ( vector v,
int octaves = 6, float lacunarity = 2, float
gain = 0.5 )
vector
vturbulence ( vector v,
int octaves = 6, float lacunarity = 2, float
gain = 0.5 )
turbulence is a variant of fbm
where
the absolute value of each noise term is taken. This gives a more
billowy appearance.
float
voronoi ( vector v, int type = 1,
float jitter = 0.5, float fbmScale = 0, int
fbmOctaves = 4,
float fbmLacunarity = 2, float fbmGain = 0.5)
color
cvoronoi ( vector v, int type = 1,
float jitter = 0.5, float fbmScale = 0, int
fbmOctaves = 4,
float fbmLacunarity = 2, float fbmGain = 0.5)
vector
pvoronoi ( vector v,
float jitter = 0.5, float fbmScale = 0, int
fbmOctaves = 4,
float fbmLacunarity = 2, float fbmGain = 0.5)
voronoi is a cellular noise
pattern.
It is a jittered variant of cellnoise.
cvoronoi returns a random color for each cell and
pvoronoi returns the point location of the center of the cell. The type parameter describes different variants of the noise function.
The jitter param controls how
irregular
the pattern is (jitter = 0 is like ordinary cellnoise). The fbm*
params can be used to distort
the noise field. When fbmScale
is zero (the default), there is no distortion. The remaining
params are the same as for the fbm function.
Voronoi types 1 through 5:
Texture Lookup Functions
vector
map( string filename, [float format-arg], [float u, float v], [int channel] )
Access a texture map.
Note: strings must be enclosed in single or double quotes.
vector
projmap ( string
coordspace, string type, string
filename, [float format-arg] )
Projects a texture map from the given
named coordinace space using the specified projection type.
Selection Functions
int
cycle
( int index, int loRange, int hiRange )
Cycles through values between loRange
and hiRange based on supplied index. This is an offset "mod"
function. The result is computed as (loRange + value %
(hiRange-loRange+1)).
int
pick ( float index, int loRange, int hiRange, [float
weights, ...] )
Picks values
randomly between loRange and hiRange based on supplied index (which is
automatically hashed). The values will be distributed according
to the supplied weights. Any weights not supplied are assumed to
be 1.0.
float
choose ( float index,
float choice1, float choice2, [...] )
Chooses one of the supplied choices
based on the index (assumed to be in range [0..1]).
float
wchoose ( float index,
float choice1, float weight1, float choice2, float weight2, [...] )
Chooses one of the supplied choices
based on the index (assumed to be in range[0..1]).
The values will be distributed according to the supplied weights.
Examples:
- pick ( value, 1, 10 ) - integer values between 1 and 10 will be
returned
- pick ( value, 1, 10, 2, 2.5 ) - the values 1 and 2 will be
returned twice and 2.5 times as often respectively as compared to the
other values (3-10)
- pick ( value, 10, 20, 1, 1, 0 ) - values 10, 11, and 13 through
20 will be returned (12 is skipped due to zero weight)
Note: the filename for the map and
projmap functions can specify an optional format-arg which will be
inserted into the filename as indicated in the examples below:
- map( 'noise.%d.map.tx', 10 ) references a file named
'noise.10.map.tx'
- map( 'fenceColor-%04d.tx', 12 ) references
a file named
'fenceColor-0012.tx'
- map( 'map-%d.tx', $objectId) builds the filename
based on the object Id
- map( 'map-%d.tx', cycle($objectId, 10, 20)) cycles
through maps 10 through 20 based on
object Id
- map( 'map-%d.tx', pick($objectId, 10, 20)) picks maps
10 through 20 randomly based on
object Id
General Math Functions and Constants
float
PI= 3.14159...
float
E = 2.71828...
float
abs ( float x) - absolute value of x
float
max ( float a, float b )
- greater of a and b
float
min ( float a, float b )
- lesser of a and b
float
fmod ( float x, float y)
- remainder of x / y (also available as '
%' operator)
float
cbrt ( float x ) - cube root
float
sqrt ( float x ) - square root
float
ceil ( float x ) - next higher integer
float
floor ( float x ) - next lower integer
float
round ( float x ) - nearest integer
float
trunc ( float x ) - nearest integer towards zero
float
exp ( float x ) - E raised to the x power
float
log ( float x ) - natural logarithm
float
log10 ( float x ) - base 10 logarithm
float
pow ( float x, float y )
- x to the y power (also available as '
^'
operator)
Trigonometry Functions
float
acos ( float x ) - arc cosine
float
asin ( float x ) - arc sine
float
atan ( float x ) - arc tangent
float
atan2 ( float y, float x)
- arc tangent of y/x between -PI and PI
float
cos ( float x ) - cosine
float
sin ( float x ) - sine
float
tan ( float x ) - tangent
float
acosd ( float x ) - arc cosine in degrees
float
asind ( float x ) - arc sine in degrees
float
atand ( float x ) - arc tangent in degrees
float
atan2d ( float y, float x )
- arc tangent in degrees of y/x between -180 and 180
float
cosd ( float x ) - cosine in degrees
float
sind ( float x ) - sine in degrees
float
tand ( float x ) - tangent in degrees
float
acosh ( float x ) - hyperbolic arc cosine
float
asinh ( float x ) - hyperbolic arc sine
float
atanh ( float x ) - hyperbolic arc tangent
float
cosh ( float x ) - hyperbolic cosine
float
sinh ( float x ) - hyperbolic sine
float
tanh ( float x ) - hyperbolic tangent
float
deg ( float x ) - radians to degrees
float
rad ( float x ) - degrees to radians
float
hypot ( float x, float y
) - length of 2d vector (x,y)
Vector Functions
float
angle( vector a, vector b )
- angle between two vectors (in radians)
vector
cross ( vector a, vector b ) - vector cross product
float
dist ( vector a, vector b ) - distance between two points
float
dot ( vector a, vector b) - vector dot product
float
length ( vector v ) - length of vector
vector
norm ( vector v ) - vector scaled to unit length
vector
ortho ( vector a, vector b )
- vector orthographic to two vectors
vector
up ( vector v, vector up )
- rotates v such that the Y axis points in the given up direction
vector
rotate ( vector v, vector axis, float angle ) - rotates v around axis by given angle (in radians)
Vector Support
Vectors (points, colors, or 3d vectors) may be intermixed with
scalars (simple float values). If a scalar is used in a vector
context, it is
replicated into the three components (e.g. 0.5 becomes [0.5, 0.5, 0.5]
). If a vector is used in a scalar context, only the first
component is used.
One of the benefits of this is that all the functions that are defined
to work with scalars automatically extend to vectors. For
instance,
pick, choose, cycle, spline, etc., will work just fine with vectors.
Arithmetic operators such as +, *, etc., and scalar functions are
applied component-wise to vectors. For example, applying the
gamma
function to a map adjusts the gamma of all three color channels.
Curve Functions
Interpolation of parameter values to a set of control points is governed by the
following functions.
color curve(float param,float pos0,color val0,int interp0,float pos1,color val1,int interp1,[...])
Interpolates color ramp given by control points at 'param'. Control points are specified
by triples of parameters pos_i, val_i, and interp_i. Interpolation codes are
0 - none, 1 - linear, 2 - smooth, 3 - spline, 4 - monotone (non-oscillating) spline
float curve(float param,float pos0,float val0,int interp0,float pos1,float val1,int interp1,[...])
Interpolates a 1D ramp defined by control points at 'param'. Control points are specified
by triples of parameters pos_i, val_i, and interp_i. Interpolation codes are
0 - none, 1 - linear, 2 - smooth, 3 - spline, 4 - monotone (non-oscillating) spline
float spline(float param,float y1,float y2,float y3,float y4,[...])
Interpolates a set of values to the parameter specified where y1, ..., yn are
distributed evenly from [0...1]
Misc Functions
void printf(string format,[param0,param1,...])
Prints a string to stdout that is formatted as given. Formatting parameters
possible are %f for float (takes first component of vector argument) or %v for
vector. For example if you wrote printf("test %f %v",[1,2,3],[4,5,6]); you
would get "test 1 [4,5,6]".
Operators (listed in decreasing precedence)
[ a, b, c ]
[ n ] |
vector constructor
vector component access - n must be 0, 1, or 2 (e.g. $P[0]) |
^ |
exponentiation (same as pow function) |
! |
logical NOT |
~ |
inversion (i.e. ~$A gives the same result as 1-$A) |
* / % |
multiply, divide, modulus (same as fmod function) |
+ - |
add, subtract |
< > <= >= |
comparison (only uses [0] component of vectors) |
== != |
equality, inequality |
&& |
logical AND |
|| |
logical OR |
? : |
conditional (like if-then-else, e.g. $u < .5 ? 0 :
1) |
-> |
apply - The function on the right of the arrow is applied to
the expression on the left.
Examples:
$Cs -> contrast(.7)
-> clamp(0.2, 0.8)
$u -> hsi(20, 1.2, 1, $Cs -> gamma(1.2)) |
Assignment Operators
Besides the basic assignment statement "$foo=$bar;" you can also do operator
assignments such as "$foo+=$bar;" which is equivalent to
"$foo=$foo+$bar;". Additionally there are, +=, -=, /=, %=, *=, ^=.
Comments
Any characters following a '#' to the
end of the line are ignored and may be used as a comment, or for
"commenting out" part of the expression. For a multi-line
expression, each line may have its own comment.
Custom Plugins
Custom fuctions may be written in C++ and loaded as one or more dynamic
plugins. See
Writing Custom
Expression Plugins for more details.