| /***************************************************************************** |
| * Copyright 2024 NVIDIA Corporation. All rights reserved. |
| ****************************************************************************** |
|
|
| MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE AGREEMENT, |
| WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE. IN PARTICULAR, |
| 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 ::anno::*; |
| import ::nvidia::core_definitions::*; |
| import ::state::normal; |
| |
| 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 Glazing_Float( |
| uniform color glass_color = color ( 0.212231f , 0.913099f , 0.520996f) |
| [[ |
| ::anno::display_name("Color"), |
| ::anno::description("Color of the glass."), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform color tint_color = color ( 1.f , 1.f , 1.f) |
| [[ |
| ::anno::display_name("Tint"), |
| ::anno::description("Choose the tint of the glass."), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform float reflection_weight = 1.f |
| [[ |
| ::anno::display_name("Reflection Weight"), |
| ::anno::description("Amount of reflection, higher numbers provide more reflection."), |
| ::anno::hard_range(0.0,1.), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform float reflection_roughness = 0.f |
| [[ |
| ::anno::display_name("Roughness"), |
| ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."), |
| ::anno::hard_range(0.0,1.), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform float clarity = 1.f |
| [[ |
| ::anno::display_name("Clarity"), |
| ::anno::description("Smaller values darken the glass."), |
| ::anno::soft_range(1.0,10.0), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform float ior = 1.518f |
| [[ |
| ::anno::display_name("IOR"), |
| ::anno::description("Index of refraction."), |
| ::anno::soft_range(1.0,4.0), |
| ::anno::in_group("Advanced") |
| ]]) |
| [[ |
| ::anno::display_name("Glazing - Float Glass"), |
| ::anno::description("Float glass material for construction and architecture"), |
| ::anno::author("NVIDIA vMaterials"), |
| ::anno::key_words(string[]("aec", "glass", "glazing", "architecture", "window", "translucent", "etched", "patterned", "pattern")), |
| ::anno::thumbnail("./.thumbs/Glazing_Float.Glazing_Float.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]]= |
| ::nvidia::core_definitions::flex_material_v2( |
| base_color: color ( 1.f , 1.f , 1.f), |
| diffuse_roughness: 0.f, |
| is_metal: false, |
| reflectivity: reflection_weight, |
| reflection_roughness: reflection_roughness, |
| anisotropy: 0.f, |
| anisotropy_rotation: 0.f, |
| transparency: 1.f, |
| transmission_color: tint_color, |
| volume_color: glass_color, |
| transmission_roughness: 0.f, |
| base_thickness: clarity, |
| ior: ior * 3.33f, |
| thin_walled: false, |
| normal: ::state::normal()); |
| |