Download code/third_party/vMaterials_2/Glass/Glazing_Float.mdl from AVSim/simulation-package: direct link, hf CLI and curl.
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https://huggingface.co/datasets/AVSim/simulation-package/resolve/main/code/third_party/vMaterials_2/Glass/Glazing_Float.mdl
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hf download hf://datasets/AVSim/simulation-package/code/third_party/vMaterials_2/Glass/Glazing_Float.mdl
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curl -L -o Glazing_Float.mdl https://huggingface.co/datasets/AVSim/simulation-package/resolve/main/code/third_party/vMaterials_2/Glass/Glazing_Float.mdl
4.34 kB
| /***************************************************************************** | |
| * Copyright 2024 NVIDIA Corporation. All rights reserved. | |
| ****************************************************************************** | |
| MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE AGREEMENT, | |
| WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE. IN PARTICULAR, | |
| THE MDL MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
| EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF | |
| MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF | |
| COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA | |
| CORPORATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING | |
| ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, | |
| WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF | |
| THE USE OR INABILITY TO USE THE MDL MATERIALS OR FROM OTHER DEALINGS IN | |
| THE MDL MATERIALS. | |
| */ | |
| mdl 1.4; | |
| import ::anno::*; | |
| import ::nvidia::core_definitions::*; | |
| import ::state::normal; | |
| const string COPYRIGHT = | |
| " Copyright 2024 NVIDIA Corporation. All rights reserved.\n" | |
| " MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE AGREEMENT,\n" | |
| " WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE. IN PARTICULAR,\n" | |
| " THE MDL MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n" | |
| " EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\n" | |
| " MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF\n" | |
| " COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA\n" | |
| " CORPORATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY\n" | |
| " GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN\n" | |
| " AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR\n" | |
| " INABILITY TO USE THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.\n"; | |
| export material Glazing_Float( | |
| uniform color glass_color = color ( 0.212231f , 0.913099f , 0.520996f) | |
| [[ | |
| ::anno::display_name("Color"), | |
| ::anno::description("Color of the glass."), | |
| ::anno::in_group("Appearance") | |
| ]], | |
| uniform color tint_color = color ( 1.f , 1.f , 1.f) | |
| [[ | |
| ::anno::display_name("Tint"), | |
| ::anno::description("Choose the tint of the glass."), | |
| ::anno::in_group("Appearance") | |
| ]], | |
| uniform float reflection_weight = 1.f | |
| [[ | |
| ::anno::display_name("Reflection Weight"), | |
| ::anno::description("Amount of reflection, higher numbers provide more reflection."), | |
| ::anno::hard_range(0.0,1.), | |
| ::anno::in_group("Appearance") | |
| ]], | |
| uniform float reflection_roughness = 0.f | |
| [[ | |
| ::anno::display_name("Roughness"), | |
| ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."), | |
| ::anno::hard_range(0.0,1.), | |
| ::anno::in_group("Appearance") | |
| ]], | |
| uniform float clarity = 1.f | |
| [[ | |
| ::anno::display_name("Clarity"), | |
| ::anno::description("Smaller values darken the glass."), | |
| ::anno::soft_range(1.0,10.0), | |
| ::anno::in_group("Appearance") | |
| ]], | |
| uniform float ior = 1.518f | |
| [[ | |
| ::anno::display_name("IOR"), | |
| ::anno::description("Index of refraction."), | |
| ::anno::soft_range(1.0,4.0), | |
| ::anno::in_group("Advanced") | |
| ]]) | |
| [[ | |
| ::anno::display_name("Glazing - Float Glass"), | |
| ::anno::description("Float glass material for construction and architecture"), | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::key_words(string[]("aec", "glass", "glazing", "architecture", "window", "translucent", "etched", "patterned", "pattern")), | |
| ::anno::thumbnail("./.thumbs/Glazing_Float.Glazing_Float.png"), | |
| ::anno::copyright_notice(COPYRIGHT) | |
| ]]= | |
| ::nvidia::core_definitions::flex_material_v2( | |
| base_color: color ( 1.f , 1.f , 1.f), | |
| diffuse_roughness: 0.f, | |
| is_metal: false, | |
| reflectivity: reflection_weight, | |
| reflection_roughness: reflection_roughness, | |
| anisotropy: 0.f, | |
| anisotropy_rotation: 0.f, | |
| transparency: 1.f, | |
| transmission_color: tint_color, | |
| volume_color: glass_color, | |
| transmission_roughness: 0.f, | |
| base_thickness: clarity, | |
| ior: ior * 3.33f, | |
| thin_walled: false, | |
| normal: ::state::normal()); | |