| /****************************************************************************** |
| * 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::*; |
| 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"; |
| |
| |
| const string DESCRIPTION = "Clear polystyrene material with IOR, abbe number and volumetric exhaustion"; |
| |
| export enum unit_scale |
| [[ |
| ::anno::hidden() |
| ]] |
| { |
| unit_mm = 1, |
| unit_cm = 2, |
| unit_m = 3 |
| }; |
| |
| struct volume_info |
| [[ |
| ::anno::hidden() |
| ]] |
| { |
| color absorption_coefficient; |
| color scattering_coefficient; |
| }; |
| |
| |
| // simplified volume coefficients |
| // This function takes a transmittance value and and albedo and translates it into meaningful |
| // scattering and volume coefficients that are userfriendly |
| // |
| volume_info volume_transmittance_albedo( |
| uniform float density_scale = 1.0, |
| uniform color transmittance = color(0.5f), // transmittance color after unit distance |
| uniform color albedo = color(1.0f) |
| ) |
| { |
| color sigma_t = -::math::log(::math::saturate(transmittance)) * density_scale; |
| color sigma_s = sigma_t * ::math::saturate(albedo); |
| return volume_info( |
| scattering_coefficient: sigma_s, |
| absorption_coefficient: sigma_t - sigma_s); |
| } |
| |
| // This function calculates the apropriate scattering and volume coefficients |
| // for a material of a given thickness. |
| // The user specifies the thickness of the material, e.g. 3mm and the amount |
| // of light passing through. The rest is automatically calculated for the material |
| // and the material_volume is returned. |
| volume_info custom_volume_transmittance( |
| uniform unit_scale unit_scale_select = unit_mm, |
| uniform float absorption_thickness = 3.0f, |
| uniform color transmittance = color(0.5f), |
| uniform color albedo = color(0.0f) |
| ) |
| { |
| absorption_thickness = (absorption_thickness <= 0.0f) ? 0.00001 : absorption_thickness; |
| float scalefactor; |
| switch(unit_scale_select){ |
| case unit_mm: scalefactor = 0.001f; break; |
| case unit_cm: scalefactor = 0.01f; break; |
| case unit_m: scalefactor = 1.0f; break; |
| default: scalefactor = 1.0f; |
| } |
| |
| |
| volume_info vol_coefficients = volume_transmittance_albedo( |
| density_scale: 1.0f/(absorption_thickness * scalefactor), |
| transmittance: transmittance, |
| albedo: albedo |
| ); |
| |
| return vol_coefficients; |
| } |
| |
|
|
| ::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); |
| //Try aproximating it for the case that the rotation is only aroud z and assuming the texture layout is nice and z is ~constant. |
| //just pretend there is no other rotation happening |
| //get rid of scaling and translation. Then extract fields where sin and cos would be in a simple 2d transform around z. |
| float4 u = transform[0]; |
| float3 ru = ::math::normalize(float3(u.x,u.y,u.z)); |
| float cos = ru.x; |
| float sin = -ru.y; |
| //TODO: at least also handle sign of z? |
| //TODO: handle tangent becoming 0 |
| |
| |
| 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)); |
| } |
| |
|
|
|
|
| float2x2 invert_2x2(float2x2 M) |
| { |
| float det = M[0][0]*M[1][1] - M[0][1]*M[1][0]; |
| //https://www.chilimath.com/lessons/advanced-algebra/inverse-of-a-2x2-matrix/ |
| return (1.0 / det) * float2x2(M[1][1], -M[0][1], -M[1][0], M[0][0]); |
| } |
| |
| // https://nullprogram.com/blog/2018/07/31/ |
| //bias: 0.17353355999581582 ( very probably the best of its kind ) |
| // NOTE: To turn this back to a float, one must divide the value by 4294967296.f |
| // which corresponds to 0xffffffff, however MDL seems to turn this into -1. |
| int lowbias32(int x) |
| { |
| x ^= x >>> 16; |
| x *= 0x7feb352d; |
| x ^= x >>> 15; |
| x *= 0x846ca68b; |
| x ^= x >>> 16; |
| return x; |
| } |
| |
| float uint2float(int x) |
| { |
| return float(x & 0x7FFFFFFF) + (x < 0 ? 2147483648.0 : 0.0); |
| } |
| |
| |
| float2 rnd22(int2 p) { |
| float2 ret_val = float2( |
| uint2float(lowbias32(p[0] + lowbias32(p[1]))) / 4294967296.f, |
| uint2float(lowbias32(p[0] + 32000 + lowbias32(p[1]))) / 4294967296.f |
| ); |
| return ret_val; |
| } |
| |
| float3 srgb2rgb(float3 val) |
| { |
| return ::math::pow(::math::max(val, float3(0.0f)), 2.2); |
| } |
| |
| float3 nonrepeat_lookup( |
| uniform texture_2d texture = texture_2d(), |
| ::base::texture_coordinate_info uvw = ::base::coordinate_source(), |
| float texture_scale = 1.0, |
| float3 average_color = float3(0.5), |
| float patch_size = 8.0 |
| ) |
| { |
| float2 uv_in = float2(uvw.position[0], uvw.position[1]) * texture_scale; |
| float Z = patch_size; // patch scale inside example texture |
| |
| float3 O = float3(0.f); |
| float2x2 M0 = float2x2(1.f,0.f, 0.5f, ::math::sqrt(3.f)/2.f); |
| float2x2 M = invert_2x2(M0); // transform matrix <-> tilted space |
| |
| float2 U = uv_in; |
| float2 V = M * uv_in; //pre-tilted hexa coordinates |
| int2 I = int2(::math::floor(V)); // hexa-tile id |
| |
| // The mean color needs to be determined in Photoshop |
| float3 m = average_color; |
| |
| float3 F = float3(::math::frac(V)[0], ::math::frac(V)[1], 0.f), W; |
| F[2] = 1.0 - F[0] - F[1]; // local hexa coordinates |
| |
| if( F[2] > 0.f ) |
| |
| O = (W[0] = F[2]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I))) - m) |
| + (W[1] = F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0,1)))) - m) |
| + (W[2] = F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1,0)))) - m); |
| else |
| O = (W[0] = -F[2]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1)))) - m) |
| + (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1, 0)))) - m) |
| + (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0, 1)))) - m); |
| O = m + O/::math::length(W); |
| O = ::math::clamp( (O), 0.0, 1.0); |
| |
| return float3(O); |
| } |
| |
|
|
| // NOTE: tex_resource must be in linear space (ensure that ::tex::gamma_linear is used) |
| color endless_texture( |
| uniform texture_2d texture = texture_2d(), |
| ::base::texture_coordinate_info uvw = ::base::coordinate_source(), |
| float texture_scale = 10.0, |
| float3 average_color = float3(0.5, 0.5, 1.0), |
| float patch_size = 8.0, |
| bool gamma_correct_lookup = true |
| ) |
| { |
| return gamma_correct_lookup ? color(srgb2rgb( |
| nonrepeat_lookup ( |
| texture: texture, |
| uvw: uvw, |
| texture_scale: texture_scale, |
| average_color: average_color, |
| patch_size: patch_size |
| )) |
| ) : color(nonrepeat_lookup ( |
| texture: texture, |
| uvw: uvw, |
| texture_scale: texture_scale, |
| average_color: average_color, |
| patch_size: patch_size |
| )); |
| } |
| |
|
|
| export material Polystyrene_Clear( |
| // Appearance |
| uniform bool thin_walled = false [[ |
| ::anno::description("Makes the material thin-walled. This changes the behavior of the material in a way that light attenuation is not calculated volumetrically as light travels through the geometry but at the light surface level. Thin walled geometry mustbe modeled as a single sheet without any volume."), |
| ::anno::display_name("Thin Walled"), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform float ior = 1.5894f [[ |
| ::anno::description("Index of refraction"), |
| ::anno::display_name("IOR"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.f, 20.f), |
| ::anno::soft_range(0.f, 2.f) |
| ]], |
| uniform float abbe_number = 31.3351f [[ |
| ::anno::description("Dispersion in relation to index of refraction"), |
| ::anno::display_name("Abbe Number"), |
| ::anno::in_group("Appearance"), |
| ::anno::soft_range(0.f, 100.f) |
| ]], |
| float roughness = 0.f [[ |
| ::anno::description("Creates a frosted look of the glass"), |
| ::anno::display_name("Roughness"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.f, 1.f) |
| ]], |
| uniform unit_scale units_absorption_thickness = unit_cm [[ |
| ::anno::description("Chooses the units that are used for setting the absorption thickness. Can be meters, centimeters or millimeters."), |
| ::anno::display_name("Units Absorption Thickness"), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform float absorption_thickness = 10.0f [[ |
| ::anno::description("The thickness for which the transmittance (color) is set. Example: If thickness is set to 3mm and transmittance to 0.8, then 80% of the light will pass through a 3mm thick material."), |
| ::anno::display_name("Absorption Thickness"), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform color transmittance = color(1.0f) [[ |
| ::anno::description("The transmittance sets the amount of light that is left after light has travelled through a given material thickness which can be set with the parameter \"absorption thickness\". The transmittance can be set for RGB components separately to achieve a tinted appearance of the material."), |
| ::anno::display_name("Transmittance"), |
| ::anno::in_group("Appearance") |
| ]], |
| |
|
|
| // Smudges |
| float smudges = 0.f [[ |
| ::anno::description("Determines the amount of smudges that appears on the surface of the material"), |
| ::anno::display_name("Smudges"), |
| ::anno::in_group("Appearance", "Smudges"), |
| ::anno::hard_range(0.f, 1.f) |
| ]], |
| float2 smudge_scale = float2(1.f) [[ |
| ::anno::description("Larger numbers increase the size."), |
| ::anno::display_name("Smudge Scale"), |
| ::anno::in_group("Appearance", "Smudges"), |
| ::anno::soft_range(float2(0.f), float2(2.f)) |
| ]], |
| |
| |
| // Transform |
| float2 texture_translate = float2(0.f) [[ |
| ::anno::description("Controls the position of the texture."), |
| ::anno::display_name("Texture Translate"), |
| ::anno::in_group("Transform") |
| ]], |
| 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) |
| ]], |
| float2 texture_scale = float2(1.f) [[ |
| ::anno::description("Larger numbers increase the size."), |
| ::anno::display_name("Texture Scale"), |
| ::nvidia::core_definitions::dimension(float2(0.45f, .45f)), |
| ::anno::in_group("Transform"), |
| ::anno::soft_range(float2(0.f), float2(2.f)) |
| ]], |
| |
| |
| // Round Corners |
| uniform bool round_corners = false [[ |
| ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."), |
| ::anno::display_name("Round Corners"), |
| ::anno::in_group("Round Corners") |
| ]], |
| uniform float radius = 1.5f [[ |
| ::anno::description("Radius of the rounded corners."), |
| ::anno::display_name("Radius mm"), |
| ::anno::in_group("Round Corners"), |
| ::anno::soft_range(0.f, 10.f) |
| ]], |
| uniform bool across_materials = false [[ |
| ::anno::description("Applies the round corner effect across different materials when enabled."), |
| ::anno::display_name("Across Materials"), |
| ::anno::in_group("Round Corners") |
| ]], |
| |
| // Advanced |
| uniform int uv_space_index = 0 [[ |
| ::anno::description("uses the selected UV space index."), |
| ::anno::display_name("UV Space Index"), |
| ::anno::in_group("Advanced"), |
| ::anno::soft_range(0, 4) |
| ]], |
| float3 normal = ::state::normal() [[ |
| ::anno::description("Override this input to provide a custom normal for the material."), |
| ::anno::display_name("Normal"), |
| ::anno::in_group("Advanced") |
| ]] |
| ) |
| [[ |
| ::anno::display_name("Polystyrene - Clear"), |
| ::anno::author("NVIDIA vMaterials"), |
| ::anno::contributor("Ruediger Raab"), |
| ::anno::contributor("Maik Rohland"), |
| ::anno::description(DESCRIPTION), |
| ::anno::key_words(string[]("plastic", "polystyrene", "PS", "clear", "synthetic", "transparent", "design", "packagaing", "molded", "infinite tiling", "smooth")), |
| ::anno::thumbnail("./.thumbs/Polystyrene_Clear.Polystyrene_Clear.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] |
| = |
| let { |
| bool tmp0 = thin_walled; |
| |
| texture_2d smudges_tex = texture_2d("./textures/plastic_smudges.jpg", ::tex::gamma_linear); |
| |
| color endless_tex_lookup = endless_texture(smudges_tex, vmat_transform(texture_translate, texture_rotate, texture_scale * smudge_scale, ::base::texture_coordinate_uvw, uv_space_index), 4.f, float3(0.0590000004f, 0.050999999f, 0.125f), 4.f, false); |
| |
| float roughness_smudges = ::math::pow(::math::max(float3(endless_tex_lookup)[0] * smudges, float3(endless_tex_lookup)[1] * smudges), ::math::lerp(2.5f, 0.5f, ::math::pow(smudges, 0.25f))); |
| |
| material_surface tmp1( |
| ::df::fresnel_layer( |
| ior, |
| 1.f, |
| ::df::microfacet_ggx_smith_bsdf( |
| roughness_smudges * roughness_smudges, |
| roughness_smudges * roughness_smudges, |
| color(1.f, 1.f, 1.f), |
| color(0.f, 0.f, 0.f), |
| ::state::texture_tangent_u(0), |
| ::df::scatter_reflect |
| ), |
| ::df::tint( |
| color(1.f, 1.f, 1.f), |
| thin_walled ? transmittance : color(1.0f), |
| ::df::weighted_layer( |
| 1.f, |
| ::df::microfacet_ggx_smith_bsdf( |
| roughness * roughness, |
| roughness * roughness, |
| color(1.f, 1.f, 1.f), |
| color(0.f, 0.f, 0.f), |
| ::state::texture_tangent_u(0), |
| ::df::scatter_reflect_transmit |
| ), |
| bsdf(), |
| normal |
| ) |
| ), |
| normal), |
| |
| material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance)); |
| |
| material_surface tmp2 = material_surface(scattering: bsdf(), emission: material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance)); |
| color tmp3 = ::base::abbe_number_ior(ior, abbe_number); |
| |
| material_volume tmp4 = thin_walled ? material_volume(scattering: vdf(), absorption_coefficient: color(0.f, 0.f, 0.f), scattering_coefficient: color(0.f, 0.f, 0.f)) : material_volume(vdf(), custom_volume_transmittance(units_absorption_thickness, absorption_thickness, transmittance, color(0.f, 0.f, 0.f)).absorption_coefficient, custom_volume_transmittance(units_absorption_thickness, absorption_thickness, transmittance, color(0.f, 0.f, 0.f)).scattering_coefficient); |
| material_geometry tmp5(float3(0.f), 1.f, round_corners ? ::state::rounded_corner_normal(radius * 0.00100000005f, across_materials, 1.f) : ::state::normal()); |
| hair_bsdf tmp6 = hair_bsdf(); |
| } in |
| material( |
| thin_walled: tmp0, |
| surface: tmp1, |
| backface: tmp2, |
| ior: tmp3, |
| volume: tmp4, |
| geometry: tmp5, |
| hair: tmp6); |
| |
| export material Polystyrene_Smudged(*) |
| [[ |
| ::anno::display_name("Polystyrene - Smudges"), |
| ::anno::author("NVIDIA vMaterials"), |
| ::anno::contributor("Ruediger Raab"), |
| ::anno::contributor("Maik Rohland"), |
| ::anno::description(DESCRIPTION), |
| ::anno::key_words(string[]("plastic", "polystyrene", "PS", "clear", "synthetic", "transparent", "design", "packagaing", "molded", "smudged", "smudges", "infinite tiling", "smooth")), |
| ::anno::thumbnail("./.thumbs/Polystyrene_Clear.Polystyrene_Smudged.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] |
| = Polystyrene_Clear ( |
| thin_walled: false, |
| ior: 1.5894f, |
| abbe_number: 31.3351f, |
| roughness: 0.0f, |
| units_absorption_thickness: unit_cm, |
| absorption_thickness: 10.0f, |
| transmittance: color(.98f), |
| smudges: 0.85f, |
| smudge_scale: float2(1.0f), |
| texture_translate: float2(0.0f), |
| texture_rotate: 0.0f, |
| texture_scale: float2(1.0f), |
| round_corners: false, |
| radius: 0.5f, |
| across_materials: false, |
| uv_space_index: 0, |
| normal: ::state::normal() |
| ); |
| |