| /****************************************************************************** | |
| * 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::blend_colors; | |
| 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"; | |
| annotation preview_scale( float f); | |
| color vmat_file_texture( | |
| uniform texture_2d texture, | |
| ::base::texture_coordinate_info uvw = ::base::texture_coordinate_info(), | |
| uniform float2 crop_u = float2(0.0, 1.0), | |
| uniform float2 crop_v = float2(0.0, 1.0), | |
| uniform tex::wrap_mode wrap_u = tex::wrap_repeat, | |
| uniform tex::wrap_mode wrap_v = tex::wrap_repeat | |
| ) | |
| { | |
| return color(tex::lookup_float3(texture, float2(uvw.position.x,uvw.position.y), wrap_u, wrap_v, crop_u, crop_v)); | |
| } | |
| // 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 ; | |
| } | |
| // Returns a normal by adding a detail normal to a global normal. | |
| // If detail blending of two normal maps gives visual artifacts, check if texture_2d are loaded | |
| // correctly with tex::gamma_linear | |
| 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)); | |
| } | |
| 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); | |
| } | |
| float3 normalmap_normal( | |
| uniform texture_2d texture, | |
| float factor = 1.0, | |
| ::base::texture_coordinate_info uvw = ::base::texture_coordinate_info() | |
| ) | |
| { | |
| float3 lookup = (::tex::lookup_float3(texture, float2(uvw.position.x, uvw.position.y)) - float3(0.5)) * (factor * 2.0); | |
| return ::math::normalize(uvw.tangent_u * lookup.x + uvw.tangent_v * lookup.y + state::normal() * (lookup.z + (1.0 - factor))); | |
| } | |
| ::base::texture_coordinate_info transform_coordinate_2( | |
| float4x4 transform | |
| [[ ::anno::description("A transformation to be applied to the source coordinates. rotation_translation_scale() is a suggested means to compute the transformation matrix.") ]], | |
| ::base::texture_coordinate_info coordinate = ::base::texture_coordinate_info() | |
| [[ ::anno::description("Coordinate, typically sourced from coordinate_source or coordinate_projection.") ]] | |
| ) [[ | |
| ::anno::description("Transform a texture coordinate by a matrix.") , | |
| ::anno::noinline() | |
| ]] | |
| { | |
| // Version 2 | |
| float4 r_position = transform * float4(coordinate.position.x,coordinate.position.y,coordinate.position.z,1); | |
| float4 u = transform[0]; | |
| float3 ru = ::math::normalize(float3(u.x,u.y,u.z)); | |
| float cos = ru.x; | |
| float sin = -ru.y; | |
| return ::base::texture_coordinate_info( | |
| float3(r_position.x,r_position.y,r_position.z), | |
| math::normalize(cos * coordinate.tangent_u - sin * coordinate.tangent_v), | |
| math::normalize(cos * coordinate.tangent_v + sin * coordinate.tangent_u)); | |
| } | |
| // Takes the standard input that every material has. It combines a couple of | |
| // functions in one convenience function. | |
| ::base::texture_coordinate_info vmat_transform( | |
| float2 translation = float2(0.0, 0.0), | |
| float rotation = 0.0, // rotation in degrees | |
| float2 scaling = float2(1.0, 1.0), | |
| uniform ::base::texture_coordinate_system system = ::base::texture_coordinate_uvw, | |
| uniform int uv_space = 0 | |
| ) | |
| { | |
| float rotation_rad = (rotation * 3.1415926535897932384626433832f) / 180.f; | |
| float4x4 scale = | |
| float4x4(1.0 /scaling.x, 0. , 0. , 0., | |
| 0. , 1.0 /scaling.y , 0. , 0., | |
| 0. , 0. , 1.0, 0., | |
| translation.x , translation.y , 0.0, 1.); | |
| float s = ::math::sin(rotation_rad); | |
| float c = ::math::cos(rotation_rad); | |
| float4x4 rotate = | |
| float4x4( c , -s , 0.0 , 0.0, | |
| s , c , 0.0 , 0.0, | |
| 0.0, 0.0 , 1.0 , 0.0, | |
| 0. , 0.0 , 0.0 , 1.); | |
| return transform_coordinate_2(scale*rotate, ::base::coordinate_source(system, uv_space)); | |
| } | |
| ::base::texture_coordinate_info vmat_transform_post_scale( | |
| ::base::texture_coordinate_info uvw, | |
| float2 scale = float2(1.0f) | |
| ) | |
| { | |
| return ::base::texture_coordinate_info( | |
| position: float3(uvw.position.x / scale.x, | |
| uvw.position.y / scale.y, | |
| uvw.position.z / scale.x), | |
| tangent_u: uvw.tangent_u, | |
| tangent_v: uvw.tangent_v | |
| ); | |
| } | |
| 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; | |
| } | |
| 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)); | |
| } | |
| 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)); | |
| } | |
| // | |
| // flake noise utilities | |
| // | |
| // constants for numerical fitted curve to observed flake noise density behavior | |
| // 1. no jitter, maximum flake diameter | |
| const float4 ABCD = float4(-26.19771808f, 26.39663835f, 85.53857017f, -102.35069432f); | |
| const float2 EF = float2(-101.42634862f, 118.45082288f); | |
| // 2. jitter scale of 0.5f, maximum flake diameter | |
| const float4 ABCD_J = float4(-0.87962159f, 0.91006603f, 0.76088203f, -0.24953308f); | |
| const float2 EF_J = float2(-3.11456809f, 2.63430594f); | |
| float density_to_probability( | |
| float4 abcd, | |
| float2 ef, | |
| float x) | |
| { | |
| float xx = x * x; | |
| return (abcd.x * xx + abcd.y * x) / (abcd.z * xx * x + abcd.w * xx + ef.x * x + ef.y); | |
| } | |
| int hash(int seed, int i) | |
| { | |
| return (i ^ seed) * 1075385539; | |
| } | |
| int rnd_init(int3 pos) | |
| { | |
| return hash(hash(hash(0, pos.x), pos.y), pos.z); | |
| } | |
| int rnd_next(int seed) { | |
| // xorshift32 using signed int | |
| seed ^= seed << 13; | |
| seed ^= seed >>> 17; | |
| seed ^= seed << 5; | |
| return seed; | |
| } | |
| float rnd_value(int seed) | |
| { | |
| return ::math::abs(float(seed) * 4.6566e-10f); | |
| } | |
| // apply random rotation (using "Fast Random Rotation Matrices" by James Arvo) | |
| float3 rotate_pos(float3 pos, float3 xi) | |
| { | |
| float theta = ::math::PI * 2.0f * xi.x; | |
| float phi = ::math::PI * 2.0f * xi.y; | |
| float z = xi.z * 2.0f; | |
| float r = ::math::sqrt(z); | |
| float[2] sp_cp = ::math::sincos(phi); | |
| float Vx = sp_cp[0] * r; | |
| float Vy = sp_cp[1] * r; | |
| float Vz = ::math::sqrt(2.0f - z); | |
| float[2] st_ct = ::math::sincos(theta); | |
| float Sx = Vx * st_ct[1] - Vy * st_ct[0]; | |
| float Sy = Vx * st_ct[0] + Vy * st_ct[1]; | |
| float3x3 M( | |
| Vx * Sx - st_ct[1], Vx * Sy - st_ct[0], Vx * Vz, | |
| Vy * Sx + st_ct[0], Vy * Sy - st_ct[1], Vy * Vz, | |
| Vz * Sx, Vz * Sy, 1.0f - z); | |
| return M * pos; | |
| } | |
| struct flake_noise_value { | |
| // flake priority (in [0..1], 0: no flake, flakes with higher priority shadow flakes "below" them) | |
| float priority; | |
| // Stores values from the functions (once normal, another time the color) | |
| // current pseudo random number generator seed | |
| int rnd_seed; | |
| float4 carrier; | |
| }; | |
| // flake noise function with controllable regularity, flake size, and probability | |
| flake_noise_value flake_noise( | |
| float3 pos, | |
| float jitter_scale = 1.0f, | |
| float flake_diameter = 0.75f, | |
| float flake_probability = 1.0f) | |
| { | |
| float3 base_pos = ::math::floor(pos); | |
| int3 base_pos_i = int3(base_pos); | |
| // limit the flake size to the allowed maximum (such that looking at all neighbors is sufficient) | |
| flake_diameter = ::math::min(flake_diameter, (1.5f - 0.5f * jitter_scale) / ::math::sqrt(3.0f)); | |
| flake_noise_value val(0.0f, 0, float4(0.0)); | |
| for (int i = -1; i < 2; ++i) { | |
| for (int j = -1; j < 2; ++j) { | |
| for (int k = -1; k < 2; ++k) { | |
| int seed = rnd_init(base_pos_i + int3(i, j, k)); | |
| seed = rnd_next(seed); | |
| if (rnd_value(seed) > flake_probability) | |
| continue; | |
| seed = rnd_next(seed); | |
| float priority = rnd_value(seed); | |
| if (priority < val.priority) | |
| continue; | |
| float3 flake_pos = base_pos + float3(i, j, k) + float3(0.5f); | |
| if (jitter_scale > 0.0f) { | |
| seed = rnd_next(seed); | |
| flake_pos.x += (rnd_value(seed) - 0.5f) * jitter_scale; | |
| seed = rnd_next(seed); | |
| flake_pos.y += (rnd_value(seed) - 0.5f) * jitter_scale; | |
| seed = rnd_next(seed); | |
| flake_pos.z += (rnd_value(seed) - 0.5f) * jitter_scale; | |
| } | |
| float3 p = pos - flake_pos; | |
| if (math::dot(p, p) >= flake_diameter * flake_diameter * 4.0f) | |
| continue; | |
| float3 xi_rot; | |
| seed = rnd_next(seed); | |
| xi_rot.x = rnd_value(seed); | |
| seed = rnd_next(seed); | |
| xi_rot.y = rnd_value(seed); | |
| seed = rnd_next(seed); | |
| xi_rot.z = rnd_value(seed); | |
| p = rotate_pos(p, xi_rot); | |
| if (math::abs(p.x) <= flake_diameter && | |
| ::math::abs(p.y) <= flake_diameter && | |
| ::math::abs(p.z) <= flake_diameter) | |
| { | |
| val.priority = priority; | |
| val.rnd_seed = seed; | |
| } | |
| } | |
| } | |
| } | |
| return val; | |
| } | |
| flake_noise_value flake_noise( | |
| float3 position, | |
| float density = 0.5f, | |
| bool jittered = false) // jittered: slightly slower and slightly less uniform | |
| { | |
| float probability = density_to_probability(jittered ? ABCD_J : ABCD, jittered ? EF_J : EF, ::math::saturate(density)); | |
| return flake_noise(pos: position, jitter_scale: jittered ? 0.5f : 0.0f, flake_diameter: (jittered ? 1.25f : 1.5f) / ::math::sqrt(3.0f), flake_probability: probability); | |
| } | |
| // create a flake normal by importance sampling the Beckmann distribution with given roughness | |
| flake_noise_value flake_normal( | |
| flake_noise_value val, | |
| float spread) | |
| { | |
| if (val.priority <= 0.0f) | |
| { | |
| val.carrier = float4(::state::normal().x, ::state::normal().y, ::state::normal().z, 1.0); | |
| return val; | |
| } | |
| int seed = rnd_next(val.rnd_seed); | |
| float xi0 = rnd_value(seed); | |
| seed = rnd_next(seed); | |
| float xi1 = rnd_value(seed); | |
| float phi = ::math::PI * 2.0f * xi0; | |
| float roughness = spread * spread; | |
| float tantheta = ::math::sqrt(-roughness * roughness * ::math::log(1.0f - xi1)); | |
| float sintheta = tantheta / ::math::sqrt(1.0f + tantheta * tantheta); | |
| float costheta = ::math::sqrt(1.0f - sintheta * sintheta); | |
| float[2] scphi = ::math::sincos(phi); | |
| val.rnd_seed = seed; | |
| float3 normal = ::state::texture_tangent_u(0) * scphi[1] * sintheta + | |
| ::state::texture_tangent_v(0) * scphi[0] * sintheta + | |
| ::state::normal() * costheta; | |
| val.carrier = float4(normal.x, normal.y, normal.z, 1.0); | |
| return val; | |
| } | |
| export material Polyester_Crepe_de_Chine( | |
| color fabric_color = color(0.799103f, 0.799103f, 0.799103f) [[ | |
| ::anno::description("Choose the color of the fabric."), | |
| ::anno::display_name("Fabric Color"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::ui_order(0) | |
| ]], | |
| float color_deviation = 0.f [[ | |
| ::anno::description("Adds a variation to the reflection colors of the fabric. Higher values lead to more drastical color changes."), | |
| ::anno::display_name("Color Deviation"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.f, 1.f), | |
| ::anno::ui_order(1) | |
| ]], | |
| float highlight_saturation = 0.9f [[ | |
| ::anno::description("Higher values cause reflected light to be tinted in the color of the material."), | |
| ::anno::display_name("Highlight Saturation"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.f, 1.f), | |
| ::anno::ui_order(2) | |
| ]], | |
| float diffuse_weight = 0.21f [[ | |
| ::anno::description("Increasing the diffuse contribution make the material appear more flat and takes away some of its shininess."), | |
| ::anno::display_name("Diffuse Amount"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.f, 1.f), | |
| ::anno::ui_order(3) | |
| ]], | |
| float transmissive_weight = 0.16f [[ | |
| ::anno::description("Lets light pass through the material and illuminate it from the other side."), | |
| ::anno::display_name("Translucency"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.f, 1.f), | |
| ::anno::ui_order(4) | |
| ]], | |
| float bump_strength = 0.70f [[ | |
| ::anno::description("Specifies the strength of the bump."), | |
| ::anno::display_name("Bump Strength"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.f, 1.f), | |
| ::anno::ui_order(5) | |
| ]], | |
| 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(6) | |
| ]], | |
| 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(7) | |
| ]], | |
| float2 texture_scale = float2(1.f) [[ | |
| ::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(2.5f), | |
| ::anno::ui_order(8) | |
| ]], | |
| 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(9) | |
| ]] | |
| ) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - White"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "white", "light", "neutral")) | |
| ]] | |
| = | |
| let { | |
| // These parameters could be exposed globally, however, they are set as constants in the material | |
| float weft_deviation = 0.41f; // note that a stronger deviation will lead to clipping behavior of the | |
| // bsdfs when viewing them at grazing angles | |
| float warp_to_weft = 0.22f; | |
| float warp_weft_power = 2.7f; // controls the contrast of the mixing of the warp and weft with the AO texture | |
| // The next parameters control the width of the highlight | |
| float warp_roughness = 0.2f; // Width of the warp roughness | |
| float weft_roughness = 0.14f; // Width of the weft roughness | |
| float warpweft_noise_amount = 1.0f; // we use noise to introduce irregularities in the appearance of the | |
| // BDSF across the material surface | |
| texture_2d weave_normal_texture = texture_2d("./textures/crepe_de_chine_norm.jpg", ::tex::gamma_linear); | |
| texture_2d weave_var_texture = texture_2d("./textures/crepe_de_chine_var.jpg", ::tex::gamma_linear); | |
| texture_2d glizz_texture = texture_2d("./textures/fabric_noise_multi_R_noise1_G_noise_2.png", ::tex::gamma_linear); | |
| // preparing fabric colors | |
| // We will be deriving all colors of the fabric from a single color which requires some amount of remapping | |
| // the values in HSL space and then converting them back to RGB | |
| float3 fabric_hsl_color = rgb2hsl(float3(fabric_color)); | |
| color diffuse_transmission_color = hsl2rgb( | |
| float3( fabric_hsl_color.x, | |
| fabric_hsl_color.y * ::math::pow(fabric_hsl_color.z, 0.26f), | |
| 0.76f | |
| ) | |
| ); | |
| float remap_thread_brightness = fabric_hsl_color.z * 0.85 + 0.15; | |
| color warp_color = hsl2rgb( | |
| float3( fabric_hsl_color.x - (color_deviation * 0.3), // - Shifting color by color deviation | |
| ::math::lerp(0.0f, highlight_saturation, fabric_hsl_color.y * 0.85f), //scaling the max saturation down by 15% | |
| remap_thread_brightness) // remapping brightness for weft highlight | |
| ); | |
| color weft_color = hsl2rgb( | |
| float3( fabric_hsl_color.x + (color_deviation * 0.3), // + Shifting color by color deviation | |
| ::math::lerp(0.0f, highlight_saturation, fabric_hsl_color.y * 0.85f), | |
| remap_thread_brightness | |
| ) | |
| ); | |
| // Prepare UV coordinates for texture and noise lookups | |
| ::base::texture_coordinate_info uvw = vmat_transform( | |
| translation: texture_translate, | |
| rotation: texture_rotate, | |
| scaling: texture_scale * 0.4f, // scale to fit default size of 1m for UV 0...1, | |
| system: ::base::texture_coordinate_uvw, | |
| uv_space: uv_space_index | |
| ); | |
| ::base::texture_coordinate_info uvw_post = vmat_transform_post_scale(uvw: uvw, scale: float2(0.2f)); | |
| // Flake normal | |
| flake_noise_value flake_noise_val = flake_noise( | |
| position: float3(uvw.position * 2500.0f), | |
| density: 0.72f, | |
| jittered: true | |
| ); | |
| flake_noise_value flake_noise_val2 = flake_normal( | |
| val: flake_noise_val, | |
| spread: 0.38f // controllable from outside | |
| ); | |
| float3 flake_normal = float3(flake_noise_val2.carrier.x, flake_noise_val2.carrier.y, flake_noise_val2.carrier.z); | |
| // TEXTURES | |
| // Glizz noise textures | |
| float3 glizz_lookup = tex::lookup_float3( | |
| glizz_texture, | |
| float2(uvw.position.x,uvw.position.y) | |
| ); | |
| // Weave AO/brightness variation | |
| float var_val = float3(vmat_file_texture( | |
| texture: weave_var_texture, | |
| uvw: uvw_post | |
| )).x; | |
| float var_val_pow = ::math::pow(var_val, warp_weft_power); // the power values controls the contrast of the lookup | |
| // and later in the code the mixing of the warp and weft lobe | |
| float3 weave_normal = normalmap_normal( | |
| texture: weave_normal_texture, | |
| factor: bump_strength, | |
| uvw: uvw_post // we use the downscaled small UV cordinates here | |
| ); | |
| // BSDFs | |
| // (single) Warp BSDF | |
| bsdf warp_bsdf = ::df::simple_glossy_bsdf( | |
| roughness_u: 0.88f, | |
| roughness_v: histogram_range(glizz_lookup.x, warpweft_noise_amount, warp_roughness), // adjusting noise texture to show some glizzening effect | |
| tint: warp_color, | |
| tangent_u: uvw.tangent_u, // required to rotate the anisotropic highlight correctly | |
| mode: ::df::scatter_reflect | |
| ); | |
| // (double) Weft BSDF | |
| bsdf weft_bsdf = ::df::microfacet_ggx_smith_bsdf( | |
| roughness_u: histogram_range(glizz_lookup.y, warpweft_noise_amount, weft_roughness), // adjusting noise texture to show some glizzening effect | |
| roughness_v: 0.58f, | |
| tint: weft_color, | |
| multiscatter_tint: weft_color, | |
| tangent_u: uvw.tangent_u // required to rotate the anisotropic highlight correctly | |
| ); | |
| float3 weft_left_normal = ::math::normalize(::state::normal() - uvw.tangent_u * weft_deviation); | |
| float3 weft_right_normal = ::math::normalize(::state::normal() + uvw.tangent_u * weft_deviation); | |
| //adding flake detail normals | |
| float3 weft_left_detail_normal = add_detail_normal( | |
| n: weft_left_normal, // left-shifted normal | |
| nd: flake_normal | |
| ); | |
| float3 weft_right_detail_normal = add_detail_normal( | |
| n: weft_right_normal, // right-shifted normal | |
| nd: flake_normal | |
| ); | |
| // Left lobe with detail normal | |
| bsdf left_lobe_bsdf = ::df::weighted_layer( | |
| weight: 1.0f, | |
| layer: weft_bsdf, | |
| base: bsdf(), | |
| normal: weft_left_detail_normal | |
| ); | |
| // Right lobe with detail normal | |
| bsdf right_lobe_bsdf = ::df::weighted_layer( | |
| weight: 1.0f, | |
| layer: weft_bsdf, | |
| base: bsdf(), | |
| normal: weft_right_detail_normal | |
| ); | |
| bsdf left_right_lobe_bsdf = ::df::weighted_layer( | |
| base: left_lobe_bsdf, | |
| layer: right_lobe_bsdf, | |
| weight: 0.5f | |
| ); | |
| // Warp and Weft BSDF combined and weighted via custom curve layer | |
| bsdf warp_weft_combined_bsdf = ::df::custom_curve_layer( | |
| base: df::weighted_layer( | |
| layer: warp_bsdf, | |
| base: left_right_lobe_bsdf, | |
| weight: var_val_pow * (warp_to_weft > 1.0f ? 1.0 - 1.0f / warp_to_weft : warp_to_weft) | |
| ), | |
| layer: bsdf(), | |
| normal_reflectivity: 0.11f, | |
| grazing_reflectivity: 1.0f, | |
| exponent: 3.63f, | |
| weight: 1.0f | |
| ); | |
| // Diffuse Transmission BSDF | |
| bsdf diff_transmission_bsdf = ::df::diffuse_transmission_bsdf( | |
| tint: diffuse_transmission_color | |
| ); | |
| // Diffuse Reflection BSDF | |
| bsdf diff_reflection_bsdf = ::df::diffuse_reflection_bsdf( | |
| tint: fabric_color | |
| ); | |
| // Computing weight contributions for the BSDF components dc_3, dc_2 and dc_1 for final mix | |
| ::df::bsdf_component dc_3( | |
| weight: (2.0f - transmissive_weight * 0.68f - diffuse_weight * 0.68f), | |
| component: warp_weft_combined_bsdf | |
| ); | |
| ::df::bsdf_component dc_2( | |
| weight: transmissive_weight * 0.68f, | |
| component: diff_transmission_bsdf | |
| ); | |
| ::df::bsdf_component dc_1( | |
| weight: diffuse_weight * 0.68f, | |
| component: diff_reflection_bsdf | |
| ); | |
| // Final Mix | |
| bsdf final_bsdf = ::df::normalized_mix( | |
| components: ::df::bsdf_component[](dc_3, dc_2, dc_1) | |
| ); | |
| /* | |
| bsdf transmission_warp_weft_mix = ::df::weighted_layer( | |
| base: warp_weft_combined_bsdf, | |
| layer: diff_transmission_bsdf, | |
| weight: transmissive_weight * 0.68f | |
| ); | |
| bsdf diffuse_warp_weft_mix = ::df::weighted_layer( | |
| base: warp_weft_combined_bsdf, | |
| layer: diff_reflection_bsdf, | |
| weight: diffuse_weight * 0.68f | |
| ); | |
| bsdf final_bsdf = ::df::weighted_layer( | |
| base: transmission_warp_weft_mix, | |
| layer: diffuse_warp_weft_mix, | |
| weight: 0.5f | |
| ); | |
| */ | |
| } in | |
| material( | |
| thin_walled: true, | |
| surface: material_surface( | |
| scattering: final_bsdf | |
| ), | |
| ior: color(1.0f), | |
| geometry: material_geometry( | |
| normal: weave_normal | |
| ) | |
| ); | |
| // 2 | |
| export material Polyester_Crepe_de_Chine_Red(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Red"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Red.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "red", "warm", "saturated")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.361307f, 0.004777f, 0.004777f), | |
| color_deviation: 0.0f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.3f, | |
| transmissive_weight: 0.16f, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |
| // 3 | |
| export material Polyester_Crepe_de_Chine_Orange(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Orange"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Orange.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "orange", "warm", "saturated")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.830770f, 0.132868f, 0.003035f), | |
| color_deviation: 0.0f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.21f, | |
| transmissive_weight: 0.16f, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |
| // 4 | |
| export material Polyester_Crepe_de_Chine_Pink(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Pink"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Pink.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "pink", "saturated")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.838799f, 0.027321f, 0.147027f), | |
| color_deviation: 0.0f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.21f, | |
| transmissive_weight: 0.16, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |
| // 5 | |
| export material Polyester_Crepe_de_Chine_Rose(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Rose"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Rose.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "rose", "warm")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.686685f, 0.168269f, 0.278894f), | |
| color_deviation: 0.0f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.21f, | |
| transmissive_weight: 0.16f, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |
| // 6 | |
| export material Polyester_Crepe_de_Chine_Purple(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Purple"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Purple.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "purple", "saturated")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.246201f, 0.025187f, 0.177888f), | |
| color_deviation: 0.05f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.21f, | |
| transmissive_weight: 0.16f, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |
| // 7 | |
| export material Polyester_Crepe_de_Chine_Sky_Blue(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Sky Blue"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Sky_Blue.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "sky", "blue", "cool")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.080220f, 0.230740f, 0.558340f), | |
| color_deviation: 0.0f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.21f, | |
| transmissive_weight: 0.16f, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |
| // 8 | |
| export material Polyester_Crepe_de_Chine_Anthracite(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Anthracite"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Anthracite.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "anthracite", "gray", "dark", "neutral")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.034340f, 0.049707f, 0.052861f), | |
| color_deviation: 0.0f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.21f, | |
| transmissive_weight: 0.16f, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |
| // 9 | |
| export material Polyester_Crepe_de_Chine_Petrol(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Petrol"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Petrol.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "petrol", "cool", "saturated")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.003035f, 0.130136f, 0.152926f), | |
| color_deviation: 0.0f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.21f, | |
| transmissive_weight: 0.16f, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |
| // 10 | |
| export material Polyester_Crepe_de_Chine_Black(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Black"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Black.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "black", "dark", "neutral")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.003035f, 0.003035f, 0.003035f), | |
| color_deviation: 0.0f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.21f, | |
| transmissive_weight: 0.16f, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |
| // 11 | |
| export material Polyester_Crepe_de_Chine_Dark_Green(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Dark Green"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Dark_Green.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "dark", "green", "saturated")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.015996f, 0.109462f, 0.015996f), | |
| color_deviation: 0.0f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.21f, | |
| transmissive_weight: 0.16f, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |
| // 12 | |
| export material Polyester_Crepe_de_Chine_Lime_Green(*) | |
| [[ | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Rüdiger Raab"), | |
| ::anno::display_name("Polyester Crepe de Chine - Lime Green"), | |
| ::anno::description("A polyester material woven in a Crepe de Chine fashion. It features color deviation to simulate color shifting in the material."), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Polyester_Crepe_de_Chine.Polyester_Crepe_de_Chine_Lime_Green.png"), | |
| ::anno::key_words(string[]("fabric", "translucent", "polyester", "woven", "crepe", "chine", "iridescent", "fashion", "design", "synthetic", "lime", "green", "saturated")) | |
| ]] = Polyester_Crepe_de_Chine( | |
| fabric_color: color(0.184475f, 0.597202f, 0.031896f), | |
| color_deviation: 0.0f, | |
| highlight_saturation: 0.93f, | |
| diffuse_weight: 0.21f, | |
| transmissive_weight: 0.16f, | |
| bump_strength: 0.70f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); |