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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 1.4;
import ::df::*;
import ::base::*;
import ::anno::*;
import ::nvidia::core_definitions::dimension;
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";
// remaps a 0...1 value to lie between min and max
float remap(float x, float min, float max)
{
return min + x * (max - min);
}
export material Paint_Gun_Metal (
uniform color base_color = color(0.08)
[[
::anno::display_name("Base color"),
::anno::description("The base color of the material."),
::anno::in_group("Appearance")
]],
uniform float flake_amount = .25
[[
::anno::display_name("Flake Amount"),
::anno::soft_range(0.0, 1.0),
::anno::description("The amount of metal flakes in the material."),
::anno::in_group("Appearance")
]],
uniform float particle_size = .1
[[
::anno::display_name("Particle Size"),
::anno::soft_range(0.0, 1.0),
::anno::description("The size of the particles in millimeters. If the paticles don't appear "
"at all, check whether you are using the correct units in yout scene. The materials is built to "
"use meters as scene unit."),
::anno::in_group("Appearance")
]],
uniform float3 texture_scale = float3(1.0f)
[[
::anno::hidden(),
::anno::display_name("Scale"),
::anno::description("An additional linear controller for controlling the dimension."),
::anno::in_group("Flakes Layer"),
::nvidia::core_definitions::dimension(float3(1.0f, 1.0f, 1.0f))
]]
) [[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Gun Metal Paint"),
::anno::description("Gun metal material."),
::anno::key_words(string[]("design", "metal", "gunmetal", "flakes", "effect", "paint", "car", "rim", "new", "automotive", "wheel", "matte")),
::anno::thumbnail("./.thumbs/Paint_Gun_Metal.Paint_Gun_Metal.png"),
::anno::copyright_notice(COPYRIGHT),
::anno::hidden()
]] = let
{
color flake_color = color(1,1,1);
float flake_intensity = .8;
float flake_roughness = .3;
float flake_bumpiness = .25;
// Scaling the particle size parameters to give the right average size of
// the particles in the render
uniform float flake_scale = particle_size * 0.0008;
float flake_amount_2 = remap(flake_amount, 0.2, 0.6);
::base::texture_coordinate_info uvw = ::base::coordinate_source(coordinate_system: ::base::texture_coordinate_object);
::base::texture_coordinate_info transformed_uvw =
::base::transform_coordinate(
transform: ::base::rotation_translation_scale(
rotation: float3(0.0f),
translation: float3(0.0f),
scaling: texture_scale
),
coordinate: uvw
);
bsdf flake = ::df::simple_glossy_bsdf(
roughness_u: flake_roughness,
tint: flake_color
);
bsdf base = ::df::diffuse_reflection_bsdf (
tint: base_color * 0.2
);
float3 flake_bump = ::base::flake_noise_bump_texture(
uvw: transformed_uvw,
strength: flake_bumpiness,
scale: particle_size*flake_scale
);
float flake_weight = ::base::flake_noise_texture(
uvw: transformed_uvw,
intensity: flake_intensity,
scale: particle_size*flake_scale,
density: flake_amount_2
).mono;
} in material (
surface: material_surface (
scattering: ::df::weighted_layer(
weight: flake_weight,
normal: flake_bump,
layer: flake,
base: base
)
)
);
export material Paint_Gun_Metal_Black_0(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Gun Metal - Black 0"),
::anno::description("A black gun metal effect paint."),
::anno::key_words(string[]("design", "metal", "paint", "flakes", "effect", "car", "automotive", "rim", "wheel", "spraypaint", "shiny", "black")),
::anno::thumbnail("./.thumbs/Paint_Gun_Metal.Paint_Gun_Metal_Black_0.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Paint_Gun_Metal(
base_color: color(0.08),
flake_amount: 0.0f,
particle_size: .15
);
export material Paint_Gun_Metal_Black_25(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Gun Metal - Black 25"),
::anno::description("A black gun metal effect paint."),
::anno::key_words(string[]("design", "metal", "paint", "flakes", "effect", "car", "automotive", "rim", "wheel", "spraypaint", "shiny", "black")),
::anno::thumbnail("./.thumbs/Paint_Gun_Metal.Paint_Gun_Metal_Black_25.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Paint_Gun_Metal(
base_color: color(0.08),
flake_amount: 0.25f,
particle_size: .15
);
export material Paint_Gun_Metal_Black_50(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Gun Metal - Black 50"),
::anno::description("A black gun metal effect paint."),
::anno::key_words(string[]("design", "metal", "paint", "flakes", "effect", "car", "automotive", "rim", "wheel", "spraypaint", "shiny", "black")),
::anno::thumbnail("./.thumbs/Paint_Gun_Metal.Paint_Gun_Metal_Black_50.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Paint_Gun_Metal(
base_color: color(0.08),
flake_amount: 0.50f,
particle_size: .15
);
export material Paint_Gun_Metal_Black_75(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Gun Metal - Black 75"),
::anno::description("A black gun metal effect paint."),
::anno::key_words(string[]("design", "metal", "paint", "flakes", "effect", "car", "automotive", "rim", "wheel", "spraypaint", "shiny", "black")),
::anno::thumbnail("./.thumbs/Paint_Gun_Metal.Paint_Gun_Metal_Black_75.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Paint_Gun_Metal(
base_color: color(0.08),
flake_amount: 0.75f,
particle_size: .15
);
export material Paint_Gun_Metal_Gray_0(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Gun Metal - Gray 0"),
::anno::description("A dark gray gun metal paint material."),
::anno::key_words(string[]("design", "metal", "paint", "flakes", "effect", "car", "automotive", "rim", "wheel", "spraypaint", "shiny", "gray", "dark")),
::anno::thumbnail("./.thumbs/Paint_Gun_Metal.Paint_Gun_Metal_Gray_0.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Paint_Gun_Metal(
base_color: color(0.284),
flake_amount: 0.0f,
particle_size: .30
);
export material Paint_Gun_Metal_Gray_25(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Gun Metal - Gray 25"),
::anno::description("A dark gray gun metal paint material."),
::anno::key_words(string[]("design", "metal", "paint", "flakes", "effect", "car", "automotive", "rim", "wheel", "spraypaint", "shiny", "gray", "dark")),
::anno::thumbnail("./.thumbs/Paint_Gun_Metal.Paint_Gun_Metal_Gray_25.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Paint_Gun_Metal(
base_color: color(0.284),
flake_amount: 0.25,
particle_size: .30
);
export material Paint_Gun_Metal_Gray_50(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Gun Metal - Gray 50"),
::anno::description("A dark gray gun metal paint material."),
::anno::key_words(string[]("design", "metal", "paint", "flakes", "effect", "car", "automotive", "rim", "wheel", "spraypaint", "shiny", "gray", "dark")),
::anno::thumbnail("./.thumbs/Paint_Gun_Metal.Paint_Gun_Metal_Gray_50.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Paint_Gun_Metal(
base_color: color(0.284),
flake_amount: 0.50,
particle_size: .30
);
export material Paint_Gun_Metal_Gray_75(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Gun Metal - Gray 75"),
::anno::description("A dark gray gun metal paint material."),
::anno::key_words(string[]("design", "metal", "paint", "flakes", "effect", "car", "automotive", "rim", "wheel", "spraypaint", "shiny", "gray", "dark")),
::anno::thumbnail("./.thumbs/Paint_Gun_Metal.Paint_Gun_Metal_Gray_75.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Paint_Gun_Metal(
base_color: color(0.284),
flake_amount: 0.75,
particle_size: .30
); |