| /****************************************************************************** |
| * 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 |
| ); |