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/******************************************************************************
 *	 Copyright 2024 NVIDIA Corporation. All rights reserved.
 ******************************************************************************
 
Permission is hereby granted by NVIDIA Corporation ("NVIDIA"), free of charge,
to any person obtaining a copy of the sample definition code that uses our 
Material Definition Language (the "MDL Materials"), to reproduce and distribute
the MDL Materials, including without limitation the rights to use, copy, merge,
publish, distribute, and sell modified and unmodified copies of the MDL 
Materials, and to permit persons to whom the MDL Materials is furnished to do
so, in all cases solely for use with NVIDIA's Material Definition Language,
subject to the following further conditions:

1. The above copyright notices, this list of conditions, and the disclaimer
that follows shall be retained in all copies of one or more of the MDL
Materials, including in any software with which the MDL Materials are bundled,
redistributed, and/or sold, and included either as stand-alone text files,
human-readable headers or in the appropriate machine-readable metadata fields
within text or binary files as long as those fields can be easily viewed by the
user, as applicable.
2. The name of NVIDIA shall not be used to promote, endorse or advertise any 
Modified Version without specific prior written permission, except a) to comply
 with the notice requirements otherwise contained herein; or b) to acknowledge
the contribution(s) of NVIDIA.

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 1.7;

import ::anno::*;
import ::base::*;
import ::df::*;
import ::math::*;
import ::state::*;
import ::tex::*;
import ::nvidia::core_definitions::dimension;
import ::nvidia::core_definitions::blend_colors;


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";

const string DESCRIPTION = "A plain chiffon silk material with creases.";
					
annotation preview_scale( float f);

int lowbias32(int x)
{
    x ^= x >>> 16;
    x *= 0x7feb352d;
    x ^= x >>> 15;
    x *= 0x846ca68b;
    x ^= x >>> 16;
    return x;
}

float remap(float input, float low_1, float high_1, float low_2, float high_2)
{
	return low_2 + ((input - low_1) * (high_2 - low_2))/(high_1 - low_1);
}

float f_n(float n, float a,  float h, float l) {
	float k = ::math::fmod(n + h * 12.f, 12.f);
	
	return l - a * ::math::max(-1.0f, ::math::min(::math::min(k-3.0f, 9.0f-k), 1.0f));
}

float2x2 invert_2x2(float2x2 M)
{
	float det = M[0][0]*M[1][1] - M[0][1]*M[1][0];
	//https://www.chilimath.com/lessons/advanced-algebra/inverse-of-a-2x2-matrix/
	return (1.0 / det) * float2x2(M[1][1], -M[0][1], -M[1][0], M[0][0]);
}

float uint2float(int x)
{
    return float(x & 0x7FFFFFFF) + (x < 0 ? 2147483648.0 : 0.0);
}

float2 rnd22(int2 p) {
	float2 ret_val = float2(
		uint2float(lowbias32(p[0] + lowbias32(p[1]))) / 4294967296.f,
		uint2float(lowbias32(p[0] + 32000 + lowbias32(p[1]))) / 4294967296.f
	);
    return ret_val;
}    

float histogram_range(float input, float range = 1.0f, float position = 0.5f)
{	
	float low = ::math::clamp(1.0 - ::math::min(((1.0 - position) + range * 0.5), (1.0 - position) * 2), 0.0, 1.0);
	float high = ::math::clamp(::math::min((position + range * 0.5 ), position * 2.0), 0.0, 1.0);
	return ::math::lerp(low, high, input);
}

float histogram_scan_big(float input, float width, float position)
{
	return ::math::clamp(
				remap(input,
					::math::lerp(-width, 1.0, position),
					::math::lerp(0.0, 1.0 + width, position),
					0.0,
					1.0),
				0.0,
				1.0);
}

float3 rgb2hsl(float3 c)
[[
	::anno::description("Converts a color value to HSL. The function outputs the hue to \n"
						"lie in the range from 0.0-1.0."),
	::anno::author("NVIDIA vMaterials")
]]
{
	float3 hsl;
	float cMax = ::math::max(::math::max(c.x, c.y), c.z);
	float cMin = ::math::min(::math::min(c.x, c.y), c.z);
	float delta = cMax - cMin;
	
	hsl.z = (cMax + cMin) / 2.0;	
	hsl.x = ((cMax == cMin) ? 0 :
		(cMax == c.x) ? (c.y - c.z) / delta + ((c.z > c.y) ? 6.0f : 0.0f):
		(cMax == c.y) ? (c.z - c.x) / delta + 2.0 : (c.x - c.y) / delta + 4.0) / 6.0f;
	hsl.y = (hsl.z == 0.0 || hsl.z == 1.0) ? 0.0 : delta / (1.0 - ::math::abs(2.0 * hsl.z - 1.0));
	return hsl;
}

color hsl2rgb(float3 hsl)
[[
	::anno::description("Converts a HSL value back to a color. Note that the hue is expected to \n"
						"lie in the range from 0.0-1.0."),
	::anno::author("NVIDIA vMaterials")
]]
{
	float h = hsl.x, s = hsl.y, l = hsl.z;
	float a = s * ::math::min(l, 1.0f - l);
	return color(f_n(0.0, a, h, l),
				f_n(8.0, a, h, l),
				f_n(4.0, a, h, l));	
}

struct vm_coordinates{
	float2 uv;
	float rotation;
	int uv_space_index;
	float4 carry;
};

enum vm_mono_select 
[[
    ::anno::description("Modes for the creation of a gray-scale value from a color."),
    ::anno::hidden()
]]
{
	mono_r = 0,
	mono_g = 1,
	mono_b = 2,
	mono_a = 3,
	mono_average = 4
};

vm_coordinates vm_coord
(
	float2 translation	= float2(0.0f, 0.0) [[
		::anno::display_name("Translation"),
		::anno::description("Translates the coordinates.")
	]],
	float rotation 		= 0.0f [[
		::anno::display_name("Rotation"),
		::anno::description("Rotates the coordinates in degrees.")
	]],
	float2 scaling		= float2(1.0f, 1.0f) [[
		::anno::display_name("Scaling"),
		::anno::description("Scales the coordinates.")
	]],	
	uniform int uv_space = 0 [[
		::anno::display_name("UV Space"),
		::anno::description("Chose the UV space.")
	]]
)
[[
		::anno::display_name("vm Transform"),
		::anno::description("Generates coordinates to be used in vm_lookup functions.")
]]
{
	vm_coordinates uv;
	::base::texture_coordinate_info info = ::base::coordinate_source( ::base::texture_coordinate_uvw, uv_space);
	uv.rotation = (rotation * 3.1415926535897932384626433832f) / 180.f;
	uv.uv = float2(info.position.x, info.position.y);
	float sine   = ::math::sin(uv.rotation);
	float cosine = ::math::cos(uv.rotation);
	float2x2 rot = float2x2(cosine, -sine, sine, cosine);
	uv.uv = rot * uv.uv;
	uv.uv /= scaling;
	uv.uv += translation;
	// Translation before or after rotation?
	return uv;
}

vm_coordinates vm_coord_post_scale(
	vm_coordinates uv = vm_coord(),
	float2 scale = float2(1.0f)
)
{
	uv.uv /= scale;
	return uv;
}

vm_coordinates vm_coord_warp(
	float warp_value,
	vm_coordinates uv_in,
	float warp_intensity = 0.1f,
	bool warp_u_direction = true,
	bool warp_v_direction = true
	
)
{
	vm_coordinates uv = uv_in;
	uv.uv = uv_in.uv + float2(warp_u_direction?1.0:0.0, warp_v_direction?1.0:0.0) * warp_value * warp_intensity;
	return uv;
}


::base::texture_return vm_tex_lookup(
	uniform texture_2d tex,
	vm_coordinates uv = vm_coord(),
	uniform vm_mono_select mono_source = mono_a,
	float4 scale = float4(1.0f))
{
	float mono;
	float4 lookup = ::tex::lookup_float4(tex, uv.uv, ::tex::wrap_repeat, ::tex::wrap_repeat) * scale;
	switch( mono_source ) {
		case mono_r: mono = lookup.x;
			break;
		case mono_g: mono = lookup.y;
			break;
		case mono_b: mono = lookup.z;
			break;
		case mono_a: mono = lookup.w;
			break;
		case mono_average: mono = ::math::average(float3(lookup.x, lookup.y, lookup.z));
			break;
	}
	return ::base::texture_return(color(lookup.x, lookup.y, lookup.z), mono);
}

float3 vm_tex_normal_lookup(
	uniform texture_2d tex,
	vm_coordinates uv = vm_coord(),
	float strength = 1.0f
)
{
	float rot = uv.rotation;
	// Lookup and convert normal texture to -1 ... 1 range
	float3 norm = (::tex::lookup_float3(tex, uv.uv, ::tex::wrap_repeat, ::tex::wrap_repeat) - float3(.5f)) * 2.0f;
	norm = ::math::normalize(norm * float3(strength, strength, 1.0));
	// if any rotation happened prior to the lookup, compensate for it
	norm = float3(::math::cos(rot) * norm.x - ::math::sin(rot) * norm.y,
					::math::sin(rot) * norm.x + ::math::cos(rot) * norm.y,
					norm.z);
	return norm.x * ::state::texture_tangent_u(uv.uv_space_index) +
			norm.y * ::state::texture_tangent_v(uv.uv_space_index) +
			norm.z * ::state::normal();
}

// Returns the normal n in tangent space, given n is in internal space.
float3 transform_internal_to_tangent(float3 n)
[[ 
    anno::hidden() 
]]
{
    return
        n.x* float3(state::texture_tangent_u(0).x,state::texture_tangent_v(0).x,state::normal().x)+
        n.y* float3(state::texture_tangent_u(0).y,state::texture_tangent_v(0).y,state::normal().y)+
        n.z* float3(state::texture_tangent_u(0).z,state::texture_tangent_v(0).z,state::normal().z);
}

// Returns the normal n in internal space, given n is in tangent space.
float3 transform_tangent_to_internal(float3 n)
[[ 
    anno::hidden() 
]]
{
    return  state::texture_tangent_u(0) * n.x +
            state::texture_tangent_v(0) * n.y +
            state::normal() * n.z ;
}

float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal())
{
    // http://blog.selfshadow.com/publications/blending-in-detail/
    float3 n_t = transform_internal_to_tangent(n);
    float3 nd_t = transform_internal_to_tangent(nd);

    n_t=n_t + float3(0.,0.,1.);
    nd_t = nd_t *  float3(-1.,-1.,1.);
    n = n_t*math::dot(n_t, nd_t)/n_t.z - nd_t;
    return ::math::normalize(transform_tangent_to_internal(n));
}


float3 vm_tex_infinite_normal(
	uniform texture_2d tex = texture_2d(),
	vm_coordinates uv = vm_coord(),
	float3 average_color = float3(0.5f),
	float patch_size = 1.0,
	float normal_strength = 1.0
)
{
	float2 uv_in = uv.uv;
	
	float3 O = float3(0.f);
	float2x2 M0 = float2x2(1.f,0.f, 0.5f, ::math::sqrt(3.f)/2.f);
	float2x2 M = invert_2x2(M0); // transform matrix <-> tilted space
	
	float2 U = uv_in;
	float2 V = M * (uv.uv / patch_size); //pre-tilted hexa coordinates
	int2 I = int2(::math::floor(V))+int2(935); // hexa-tile id
	
	// The mean color needs to be determined in Photoshop then to make the
	// average color work out, take the float value and calculate the apropriate
	// mean value as (value^(1/2.2))

	float3 m = average_color;

	float3 F = float3(::math::frac(V)[0], ::math::frac(V)[1], 0.f), W;
	F[2] = 1.0 - F[0] - F[1]; // local hexa coordinates
	
	if( F[2] > 0.f )
		O = (W[0] = F[2]) * (( ::tex::lookup_float3(tex, U-rnd22(I))) - m)
		  + (W[1] = F[1]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(0,1)))) - m)
		  + (W[2] = F[0]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(1,0)))) - m);
	else
		O = (W[0] =      -F[2]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(1))))   - m)
	      + (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(1, 0)))) - m)
		  + (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(0, 1)))) - m);
	O = m + O/::math::length(W);
	O = ::math::clamp( (O), 0.0, 1.0);
	
	float3 norm = (O - float3(.5f)) * 2.0f;
	norm = ::math::normalize(norm * float3(normal_strength, normal_strength, 1.0));
	// if any rotation happened prior to the lookup, compensate for it
	norm = float3(::math::cos(uv.rotation) * norm.x - ::math::sin(uv.rotation) * norm.y,
					::math::sin(uv.rotation) * norm.x + ::math::cos(uv.rotation) * norm.y,
					norm.z);
	return norm.x * ::state::texture_tangent_u(uv.uv_space_index) +
			norm.y * ::state::texture_tangent_v(uv.uv_space_index) +
			norm.z * ::state::normal();	
}

export material Silk_Plain_Chiffon(
    color fabric_color = color(0.830770f, 0.830770f, 0.830770f) [[
        ::anno::description("Sets the color of the fabric."),
        ::anno::display_name("Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.32f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float fabric_reflection = 0.6f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float sheen_weight = 0.95f [[
        ::anno::description("Adds a fuzzy, soft appearance around the material when viewed at grazing angles."),
        ::anno::display_name("Sheen Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(3)
    ]],
    float translucency_amount = 0.4f [[
        ::anno::description("A value of 0 makes the material completely opaque. Increasing the parameter value lets more light pass through the material."),
        ::anno::display_name("Translucency Amount"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(4)
    ]],
    float fabric_bump_strength = 1.f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(5)
    ]],
    float secondary_bump_size = 0.5f [[
        ::anno::description("The strength of the wrinkles bump map."),
        ::anno::display_name("Wrinkles Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(6)
    ]],
    float wrinkles_bump_scale = 1.0f [[
        ::anno::description("Controls the size of the wrinkles that appear on the fabric surface."),
        ::anno::display_name("Wrinkles Bump Scale"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::ui_order(7)
    ]],
    float warp_intensity = 0.f [[
        ::anno::description("Adds a little bit of distortion to break up the perfectly regular appearance of the weaving."),
        ::anno::display_name("Warp Intensity"),
        ::anno::in_group("Appearance"),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(8)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(9)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle of the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(10)
    ]],
    float2 texture_scale = float2(1.0f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
		::preview_scale(float(3.5f)),
        ::anno::ui_order(11)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(12)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(13)
    ]],
    uniform float roundcorners_radius_mm = 1.f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(14)
    ]],
    uniform bool roundcorners_across_materials = false [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(15)
    ]])
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
	::anno::display_name("Silk Plain Chiffon - White"),
	::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Silk_Plain_Chiffon.Silk_Plain_Chiffon.png"),
	::anno::key_words(string[]("fabric", "translucent", "silk", "woven", "chiffon", "transparent", "translucent", "fashion", "design", "white", "light", "neutral"))
]]
 = 
    let {
        bool tmp0 = false;
		float2 texture_rescale = texture_scale * 0.11f;  // texture covers 11 cm, scale up so it covers 1m per default
		
		texture_2d multi_tex = texture_2d("./textures/silk_plain_chiffon_R_rough_G_ao_B_height.jpg", ::tex::gamma_linear);
		texture_2d warp_tex  = texture_2d("./textures/french_terry_fabric_warp.png", ::tex::gamma_linear);
		texture_2d norm_tex  = texture_2d("./textures/silk_plain_chiffon_norm.jpg", ::tex::gamma_linear);
		texture_2d diff_tex  = texture_2d("./textures/silk_plain_chiffon_R_diff.jpg", ::tex::gamma_linear);
		texture_2d norm2_tex = texture_2d("./textures/silk_plain_chiffon_norm2.jpg", ::tex::gamma_linear);
		
        material_surface tmp1(::df::custom_curve_layer(0.179999992f, 1.f, 3.01999998f, fabric_reflection * 0.3f, ::df::microfacet_ggx_smith_bsdf(histogram_range(::math::pow(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).x, 1.f), 0.98999995f, roughness * 0.300000012f + 0.600000024f) * histogram_range(::math::pow(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).x, 1.f), 0.98999995f, roughness * 0.300000012f + 0.600000024f), histogram_range(::math::pow(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).x, 1.f), 0.98999995f, roughness * 0.300000012f + 0.600000024f) * histogram_range(::math::pow(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).x, 1.f), 0.98999995f, roughness * 0.300000012f + 0.600000024f), color(1.f, 1.f, 1.f), color(1.f, 1.f, 1.f), ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(sheen_weight, ::df::sheen_bsdf(0.0700000003f, hsl2rgb(rgb2hsl(float3(fabric_color)) * float3(1.f, 0.74000001f, 1.f)), color(1.f, 1.f, 1.f), ::df::weighted_layer(translucency_amount * 0.200000003f, ::df::diffuse_transmission_bsdf(nvidia::core_definitions::blend_colors(hsl2rgb(float3(rgb2hsl(float3(fabric_color)).x, ::math::min(rgb2hsl(float3(fabric_color)).y, ::math::pow(rgb2hsl(float3(fabric_color)).z, 0.149999991f)), rgb2hsl(float3(fabric_color)).z)), color(::math::pow(histogram_scan_big(1.f - float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).z, 0.810000002f, 0.319999993f), 2.20000005f)), ::base::color_layer_multiply, 1.f, true).tint), ::df::weighted_layer(1.f, ::df::diffuse_reflection_bsdf(::math::pow(nvidia::core_definitions::blend_colors(nvidia::core_definitions::blend_colors(fabric_color, color(::math::lerp(1.f, vm_tex_lookup(diff_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_r, float4(1.f)).mono, 0.479999989f)), ::base::color_layer_overlay, 1.f, true).tint, color(histogram_scan_big(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).y, 0.680000007f, 0.229999989f)), ::base::color_layer_multiply, fabric_bump_strength, true).tint, 1.86000001f), 0.f), bsdf(), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), float2(wrinkles_bump_scale * 3.f + 0.300000012f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f))), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), float2(wrinkles_bump_scale * 3.f + 0.300000012f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f)))), ::df::weighted_layer(translucency_amount * 0.200000003f, ::df::diffuse_transmission_bsdf(nvidia::core_definitions::blend_colors(hsl2rgb(float3(rgb2hsl(float3(fabric_color)).x, ::math::min(rgb2hsl(float3(fabric_color)).y, ::math::pow(rgb2hsl(float3(fabric_color)).z, 0.149999991f)), rgb2hsl(float3(fabric_color)).z)), color(::math::pow(histogram_scan_big(1.f - float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).z, 0.810000002f, 0.319999993f), 2.20000005f)), ::base::color_layer_multiply, 1.f, true).tint), ::df::weighted_layer(1.f, ::df::diffuse_reflection_bsdf(::math::pow(nvidia::core_definitions::blend_colors(nvidia::core_definitions::blend_colors(fabric_color, color(::math::lerp(1.f, vm_tex_lookup(diff_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_r, float4(1.f)).mono, 0.479999989f)), ::base::color_layer_overlay, 1.f, true).tint, color(histogram_scan_big(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).y, 0.680000007f, 0.229999989f)), ::base::color_layer_multiply, fabric_bump_strength, true).tint, 1.86000001f), 0.f), bsdf(), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), float2(wrinkles_bump_scale * 3.f + 0.300000012f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f))), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), float2(wrinkles_bump_scale * 3.f + 0.300000012f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f))), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.1f, false, true), float2(wrinkles_bump_scale * 3.f + 0.3f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f))), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.1f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), float2(wrinkles_bump_scale * 3.f + 0.300000012f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f))), material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance));
        material_surface tmp2 = material_surface(scattering: bsdf(), emission: material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance));
        color tmp3 = color(1.f, 1.f, 1.f);
        material_volume tmp4 = material_volume(scattering: vdf(), absorption_coefficient: color(0.f, 0.f, 0.f), scattering_coefficient: color(0.f, 0.f, 0.f), emission_intensity: color(0.f, 0.f, 0.f));
        material_geometry tmp5(float3(0.f), histogram_scan_big(::math::pow(vm_tex_lookup(diff_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_r, float4(1.f)).mono, 2.f), 0.14f, 0.18f), roundcorners_enable ? ::state::rounded_corner_normal(roundcorners_radius_mm * 0.001f, roundcorners_across_materials, 1.f) : ::state::normal());
        hair_bsdf tmp6 = hair_bsdf();
    } in material(
            thin_walled: tmp0,
            surface: tmp1,     
            backface: tmp2,
            ior: tmp3,
            volume: tmp4,
            geometry: tmp5,
            hair: tmp6);


export material Silk_Plain_Chiffon_Shiny(*)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
	::anno::display_name("Silk Plain Chiffon - Shiny"),
	::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Silk_Plain_Chiffon.Silk_Plain_Chiffon_Shiny.png"),
	::anno::key_words(string[]("fabric", "translucent", "silk", "woven", "chiffon", "architecture", "translucent", "fashion", "design", "shiny", "white", "light", "neutral"))
]] = Silk_Plain_Chiffon(
	fabric_color:                  color(0.830770f, 0.830770f, 0.830770f),
	roughness:                     0.01f,
	fabric_reflection:             0.98f,
	sheen_weight:                  0.75f,
	translucency_amount:           0.12f,
	fabric_bump_strength:          1.0f,
	secondary_bump_size:           0.19f,
	wrinkles_bump_scale:            1.0f,
	warp_intensity:                0.0f,
	texture_translate:             float2(0.0f),
	texture_rotate:                0.0f,
	texture_scale:                 float2(1.0f),
	uv_space_index:                0,
	roundcorners_enable:           false,
	roundcorners_radius_mm:        1.0f,
	roundcorners_across_materials: false
);


export material Silk_Plain_Chiffon_Natural(*)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
	::anno::display_name("Silk Plain Chiffon - Natural"),
	::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Silk_Plain_Chiffon.Silk_Plain_Chiffon_Natural.png"),
	::anno::key_words(string[]("fabric", "translucent", "silk", "woven", "chiffon", "architecture", "translucent", "fashion", "design", "natural", "white", "light", "warm"))
]] = Silk_Plain_Chiffon(
	fabric_color:                  color(0.830770f, 0.830770f, 0.830770f),
	roughness:                     0.01f,
	fabric_reflection:             0.98f,
	sheen_weight:                  0.75f,
	translucency_amount:           0.12f,
	fabric_bump_strength:          1.0f,
	secondary_bump_size:           0.19f,
	wrinkles_bump_scale:           1.0f,
	warp_intensity:                0.0f,
	texture_translate:             float2(0.0f),
	texture_rotate:                0.0f,
	texture_scale:                 float2(1.0f),
	uv_space_index:                0,
	roundcorners_enable:           false,
	roundcorners_radius_mm:        1.0f,
	roundcorners_across_materials: false
);