| /****************************************************************************** |
| * 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 1.6; |
| |
| import ::anno::*; |
| import ::base::texture_return; |
| import ::nvidia::core_definitions::perlin_noise_texture; |
| import ::state::normal; |
| import ::nvidia::core_definitions::thick_translucent; |
| 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"; |
| |
| |
| export material Jade( |
| color transmission_color1 = color ( 0.8352941f , 0.8431373f , 0.6039216f) |
| [[ |
| ::anno::display_name("Transmission Color 1"), |
| ::anno::description("Color effect for transmission independent of thickness of the object."), |
| ::anno::in_group("Appearance") |
| ]], |
| color transmission_color2 = color ( 0.4392157f , 0.6509804f , 0.282353f) |
| [[ |
| ::anno::display_name("Transmission Color 2"), |
| ::anno::description("Color effect for transmission independent of thickness of the object."), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform color volume_color = color ( 0.3488667f , 0.4877647f , 0.3940823f) |
| [[ |
| ::anno::display_name("Volume Color"), |
| ::anno::description("Color effect for volume of the object reached at transmission distance."), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform float clarity = 1.f |
| [[ |
| ::anno::display_name("Clarity"), |
| ::anno::description("Use to adapt to size of gem, smaller numbers darken the gem."), |
| ::anno::soft_range(0.1,10.0), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform float3 texture_translate = float3 ( 0.f) |
| [[ |
| ::anno::display_name("Translate"), |
| ::anno::description("Controls the position of the texture."), |
| ::anno::in_group("Transform") |
| ]], |
| uniform float3 texture_rotate = float3 ( 0.f) |
| [[ |
| ::anno::display_name("Rotate"), |
| ::anno::description("Rotates angle of the texture in degrees."), |
| ::anno::in_group("Transform") |
| ]], |
| uniform float3 texture_scale = float3 ( 1.f) |
| [[ |
| ::anno::display_name("Scale"), |
| ::anno::description("Larger numbers increase the texture size."), |
| ::anno::in_group("Transform"), |
| ::nvidia::core_definitions::dimension(float3(1.0f, 1.0f, 1.0f)) |
| ]]) |
| [[ |
| ::anno::display_name("Jade"), |
| ::anno::description("Jade gem material (Default values based on 2cm stone size.)"), |
| ::anno::author("NVIDIA vMaterials"), |
| ::anno::contributor("Rüdiger Raab"), |
| ::anno::contributor("Maik Rohland"), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::thumbnail("./.thumbs/Jade.Jade.png"), |
| ::anno::key_words(string[]("gem", "jewelry", "gemstone", "transmissive", "new", "design", "jade", "green")) |
| ]]= |
| ::nvidia::core_definitions::thick_translucent( |
| transmission_color: ::nvidia::core_definitions::perlin_noise_texture( |
| color1: transmission_color1, |
| color2: transmission_color2, |
| object_space: true, |
| noise_levels: 3, |
| absolute_noise: true, |
| noise_threshold_high: 0.5f, |
| noise_threshold_low: 0.f, |
| scaling: float3 ( (1.f / texture_scale.x) * 400.f , (1.f / texture_scale.y) * 400.f , (1.f / texture_scale.z) * 380.f), |
| translation: texture_translate , |
| rotation: texture_rotate + float3 ( 0.f, 0.f, 0.f), |
| texture_space: 0).tint, |
| volume_color: volume_color, |
| volume_scattering: 0.98f, |
| roughness: 0.1f, |
| reflectivity: 0.85f, |
| base_thickness: clarity * 0.01f, |
| normal: ::state::normal (), |
| ior: 1.61f); |
| |