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/******************************************************************************
* 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.
*/
// This file contains samples of very fast rendering SSS plastics for iray
//
mdl 1.4;
import ::df::*;
import ::math::*;
import ::anno::*;
import ::state::*;
import ::base::*;
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 =
"Translucent plastic material with integrated metal flakes. Features: Effective light scattering for dense "
"plastic materials and metal flakes. The material was built to scatter light within the range of a few "
"centimeters. If light scattering cannot be seen (which can be verified by setting 'Diffuse Weight' to 0.0), "
"check the scene units scale or increase 'Distance Scale'.";
//
// flake noise utilities
//
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;
}
// 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);
// compute a flake probability for a given flake coverage density x
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);
}
// statistically controlled (area/volume coverage density) flake noise
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 seed0 = rnd_next(val.rnd_seed);
// float xi0 = rnd_value(seed0);
// float xi1 = rnd_value(rnd_next(seed0));
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;
// return
// ::state::texture_tangent_u(0) * scphi[1] * sintheta +
// ::state::texture_tangent_v(0) * scphi[0] * sintheta +
// ::state::normal() * costheta;
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;
}
flake_noise_value random_flake_color(flake_noise_value val)
{
int seed = rnd_next(val.rnd_seed);
float r = rnd_value(seed);
seed = rnd_next(seed);
float g = rnd_value(seed);
seed = rnd_next(seed);
float b = rnd_value(seed);
seed = rnd_next(seed);
float a = rnd_value(seed);
val.carrier = float4(r, g, b, a);
return val;
}
// Template for absorption and scattering, do not use directly
material volume_absorption(
color absorption = color(0.8665, 0.7769, 0.1559),
color scattering = color(.5),
float distance_scale = .03,
float directional_bias = 0.0,
uniform float ior = 1.2
)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Volume Absorption"),
::anno::description("Pure volume absorption material"),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.volume_absorption.png"),
::anno::copyright_notice(COPYRIGHT),
::anno::hidden()
]] = material (
ior: color(ior),
surface: material_surface (
scattering: ::df::specular_bsdf (
tint: color (1.0, 1.0, 1.0),
mode: ::df::scatter_reflect_transmit
)
),
volume: material_volume (
scattering: ::df::anisotropic_vdf(
directional_bias: directional_bias
),
absorption_coefficient: (distance_scale <= 0)? color(0): ::math::log(absorption) / -distance_scale,
scattering_coefficient: (distance_scale <= 0)? color(0): ::math::log(scattering) / -distance_scale
)
);
// metallic_plastic_full_weighted_mix( )
// Plastic material using diffuse reflection, diffuse transmission
// and SSS. Due to the diffuse transmission the volume absorption will
// render faster and converge smoother than when using specular transmission.
export material Plastic_Thick_Translucent_Flakes(
color diffuse_color = color(0.6940f, 0.5831f, 0.0493f)
[[
::anno::display_name("Diffuse Color"),
::anno::description("The diffuse color of the plastic material"),
::anno::in_group("Appearance")
]],
float diffuse_weight = 0.3f
[[
::anno::display_name("Diffuse Weight"),
::anno::description("The weight of the diffuse color of the plastic material. It is recommended to keep "
"the value around 0.5, lower values make the material appear more transparent while higher values make "
"it more opaque."),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f)
]],
color absorption = color(0.8665f, 0.7769f, 0.1559f)
[[
::anno::display_name("Absorption Color"),
::anno::description("Sets the absorption color (this is color when light goes extinct)of the plastic material"),
::anno::in_group("Appearance")
]],
color scattering = color(.5f)
[[
::anno::display_name("Scattering Color"),
::anno::description("Sets the absorption color (this is color when light goes extinct)of the plastic material"),
::anno::in_group("Appearance")
]],
float distance_scale = 1.5f
[[
::anno::display_name("Distance Scale"),
::anno::description("Scales how quickly light is absorbed. Set this value low enough to see "
"some light extinction taking place. Tip: Set 'diffuse_weight' to 0.0 while adjusting this "
"material parameter for your scene"),
::anno::in_group("Appearance")
]],
color diffuse_transmission_tint = color(1.0000f, 0.7249f, 0.1972f)
[[
::anno::display_name("Diffuse Transmission Color"),
::anno::description("The tinting of light scattering through the plastic material"),
::anno::in_group("Appearance")
]],
float reflection_roughness = 0.0f
[[
::anno::display_name("Roughness"),
::anno::description("The roughness of the reflection on the plastic"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f)
]],
// Flakes Controls
color flake_color_1 = color(1.0f, 1.0f, 1.0f)
[[
::anno::display_name("Flakes Color"),
::anno::description("Flakes Color"),
::anno::in_group("Flakes")
]],
bool enable_color_randomization = true
[[
::anno::display_name("Flakes Color Randomization"),
::anno::description("Enables that a random flakes color will be chosen. Using 'Flakes Color Randomness' allows "
"to blend between the chosen reflection color for the flakes and an purely random chosen color."),
::anno::in_group("Flakes")
]],
float flake_color_randomness = 1.0f
[[
::anno::display_name("Flakes Color Randomness"),
::anno::description("Incresing this value will blend towards a randomly chosen flakes color."),
::anno::in_group("Flakes"),
::anno::hard_range(0.f, 1.f),
::anno::enable_if("enable_color_randomization == true")
]],
uniform float flake_size = 0.1f
[[
::anno::display_name("Flakes Size"),
::anno::description("The size of the flakes in the material"),
::anno::in_group("Flakes")
]],
uniform float3 texture_scale = float3 ( 1.f , 1.f, 1.f)
[[
//::anno::hidden(),
::anno::display_name("Scale"),
::anno::description("Larger numbers increase the texture size."),
::nvidia::core_definitions::dimension(float3(1.0f, 1.0f, 1.0f)),
::anno::in_group("Transform")
]],
uniform float flake_amount = 0.1f
[[
::anno::display_name("Flakes Amount"),
::anno::description("The number of flakes used in the material, 0 meaning no flakes, 1 meaning that flakes "
"cover the entire surface"),
::anno::in_group("Flakes"),
::anno::hard_range(0.f, 1.f)
]],
float flake_spread = 0.7f
[[
::anno::display_name("Flakes Spread"),
::anno::description("The amount of randomness in the orientation of the flakes. When set to zero, flakes are "
"oriented along the surface normal. Higher values tilt the flakes stronger in a random direction."),
::anno::in_group("Flakes"),
::anno::hard_range(0.f, 1.f)
]]
)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Plastic Full Control"),
::anno::description(DESCRIPTION),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.Plastic_Thick_Translucent_Flakes.png"),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment")),
::anno::copyright_notice(COPYRIGHT),
::anno::hidden()
]] = let {
// Hardcoded plastic parameters
float reflection_weight = 1.0f;
float normal_reflectivity = 0.04f;
float grazing_reflectivity = 1.0f;
float reflectivity_exponent = 5.0f;
uniform float ior = 1.4f;
// Hardcoded flake parameters
uniform float flake_roughness = 0.4f;
float flake_transparency_randomness = 1.0f;
float flakes_opacity = 0.8;
// Flakes
float3 flake_uvw_scale = float3(1.0f);
::base::texture_coordinate_info uvw = ::base::coordinate_source(
coordinate_system: ::base::texture_coordinate_world,
texture_space: 0
);
::base::texture_coordinate_info transformed_uvw = uvw;
float3 flake_uvw = (texture_scale * transformed_uvw.position * flake_uvw_scale) / (flake_size * 0.001f);
flake_noise_value val = flake_noise(flake_uvw, flake_amount, true);
bool is_flake = val.priority > 0.0f;
flake_noise_value val2 = flake_normal(val, flake_spread);
float3 flake_normal = float3(val2.carrier.x, val2.carrier.y, val2.carrier.z);
flake_noise_value val3 = random_flake_color(val2);
color random_color = color(val3.carrier.x, val3.carrier.y, val3.carrier.z);
float flakes_transparency_value = ::math::lerp(flakes_opacity, val3.carrier.w * flakes_opacity, flake_transparency_randomness);
color flake_color = enable_color_randomization ?
::math::lerp(flake_color_1, random_color, flake_color_randomness) : flake_color_1;
bsdf flakes = ::df::simple_glossy_bsdf(mode: ::df::scatter_reflect, roughness_u: flake_roughness * flake_roughness, tint: flake_color);
// Plastic
material plastic = volume_absorption(
absorption: absorption,
scattering: scattering,
distance_scale: distance_scale,
ior: ior
);
bsdf transdiff = ::df::diffuse_transmission_bsdf(
tint: diffuse_transmission_tint
);
bsdf diffuse = ::df::diffuse_reflection_bsdf(
tint: diffuse_color
);
bsdf diffuse_mix_layer = ::df::weighted_layer(
base: transdiff,
layer: diffuse,
weight: diffuse_weight
);
bsdf plastic_with_flakes = ::df::weighted_layer(
base: diffuse_mix_layer,
layer: flakes,
weight: is_flake ? flakes_transparency_value : 0.0f,
normal: flake_normal
);
bsdf glossy_reflection = ::df::simple_glossy_bsdf(
tint: color(1.0),
roughness_u: reflection_roughness,
mode: ::df::scatter_reflect
);
bsdf final_layer = ::df::custom_curve_layer(
normal_reflectivity: normal_reflectivity,
grazing_reflectivity: grazing_reflectivity,
layer: glossy_reflection,
base: plastic_with_flakes,
weight: reflection_weight,
exponent: reflectivity_exponent
);
} in material (
surface: material_surface(
scattering: final_layer
),
volume: plastic.volume
);
export material metallic_plastic_simple_controls(
color diffuse_color = color(0.6940, 0.5831, 0.0493)
[[
::anno::display_name("Diffuse Color"),
::anno::description("The diffuse color of the plastic material"),
::anno::in_group("Appearance")
]],
float diffuse_weight = 0.5
[[
::anno::display_name("Diffuse Weight"),
::anno::description("The weight of the diffuse color of the plastic material. It is recommended to keep "
"the value around 0.5, lower values make the material appear more transparent while higher values make "
"it more opaque."),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f)
]],
color transmissive_color = color(0.8665, 0.7769, 0.1559)
[[
::anno::display_name("Transmissive Color"),
::anno::description("The tinting of light scattering through the plastic material"),
::anno::in_group("Appearance")
]],
float reflection_roughness = 0.0
[[
::anno::display_name("Roughness"),
::anno::description("The roughness of the reflection on the plastic"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f)
]],
float distance_scale = 0.005
[[
::anno::display_name("Distance Scale"),
::anno::description("Scales how quickly light is absorbed. Set this value low enough to see "
"some light extinction taking place. Tip: Set 'diffuse_weight' to 0.0 while adjusting this "
"material parameter for your scene"),
::anno::in_group("Appearance")
]],
// Flakes Controls
color flake_color_1 = color(1.0f, 1.0f, 1.0f)
[[
::anno::display_name("Flakes Color"),
::anno::description("Flakes Color"),
::anno::in_group("Flakes")
]],
bool enable_color_randomization = true
[[
::anno::display_name("Flakes Color Randomization"),
::anno::description("Enables that a random flakes color will be chosen. Using 'Flakes Color Randomness' allows "
"to blend between the chosen reflection color for the flakes and an purely random chosen color."),
::anno::in_group("Flakes")
]],
float flake_color_randomness = 1.0
[[
::anno::display_name("Flakes Color Randomness"),
::anno::description("Incresing this value will blend towards a randomly chosen flakes color."),
::anno::in_group("Flakes"),
::anno::hard_range(0.f, 1.f),
::anno::enable_if("enable_color_randomization == true")
]],
uniform float flake_size = 0.1f
[[
::anno::display_name("Flakes Size"),
::anno::description("The size of the flakes in the material"),
::anno::in_group("Flakes")
]],
uniform float3 texture_scale = float3 ( 1.f , 1.f, 1.f)
[[
//::anno::hidden(),
::anno::display_name("Scale"),
::anno::description("Larger numbers increase the texture size."),
::nvidia::core_definitions::dimension(float3(1.0f, 1.0f, 1.0f)),
::anno::in_group("Transform")
]],
uniform float flake_amount = 0.1f
[[
::anno::display_name("Flakes Amount"),
::anno::description("The number of flakes used in the material, 0 meaning no flakes, 1 meaning that flakes cover the entire surface"),
::anno::in_group("Flakes"),
::anno::hard_range(0.f, 1.f)
]],
float flake_spread = 0.7f
[[
::anno::display_name("Flakes Spread"),
::anno::description("The amount of randomness in the orientation of the flakes. When set to zero, flakes are oriented along the surface normal. Higher values tilt the flakes stronger in a random direction."),
::anno::in_group("Flakes"),
::anno::hard_range(0.f, 1.f)
]]
)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.metallic_plastic_simple_controls.png"),
::anno::copyright_notice(COPYRIGHT),
::anno::hidden()
]] = Plastic_Thick_Translucent_Flakes(
absorption: ::math::pow(transmissive_color, 0.2),
scattering: color(0.5),
distance_scale: distance_scale,
diffuse_transmission_tint: ::math::pow(transmissive_color, 0.2),
diffuse_color: diffuse_color,
diffuse_weight: diffuse_weight,
reflection_roughness: reflection_roughness,
flake_color_1: flake_color_1,
enable_color_randomization: enable_color_randomization,
flake_color_randomness: flake_color_randomness,
flake_size: flake_size,
texture_scale: texture_scale,
flake_amount: flake_amount,
flake_spread: flake_spread
);
// 01 - Black
export material plastic_black(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Black"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "dark", "black", "neutral")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_black.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.034230),
diffuse_weight: .5,
transmissive_color: color(0.034230),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 02 - Dark Gray
export material plastic_dark_gray(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Dark Gray"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "dark", "gray", "neutral")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_dark_gray.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.127530),
diffuse_weight: .5,
transmissive_color: color(0.089194),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 03 - Light Gray
export material plastic_light_gray(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Light Gray"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "light", "gray", "neutral")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_light_gray.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.464741),
diffuse_weight: .5,
transmissive_color: color(0.358654),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 04 - White
export material plastic_white(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic White"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "light", "white", "neutral")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_white.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.915750),
diffuse_weight: .5,
transmissive_color: color(0.812241),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 05 - Ivory White
export material plastic_ivory_white(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Ivory White"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "white", "bright", "ivory", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_ivory_white.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.899385, 0.843370, 0.694081),
diffuse_weight: .5,
transmissive_color: color(0.722672, 0.708298, 0.547994),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 06 - Lemon
export material plastic_lemon(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Lemon"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "lemon", "yellow", "light", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_lemon.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.859174, 0.875138, 0.039947),
diffuse_weight: .5,
transmissive_color: color(0.98211, 0.843370, 0.031551),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 07 - Yellow Orange
export material plastic_yellow_orange(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Yellow"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "light", "orange", "yellow", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_yellow_orange.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.875138, 0.612066, 0.039947),
diffuse_weight: .5,
transmissive_color: color(0.899385, 0.373615, 0.030257),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 08 - Orange
export material plastic_orange(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Orange"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "orange", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_orange.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.875138, 0.353741, 0.030257),
diffuse_weight: .5,
transmissive_color: color(0.891262, 0.420508, 0.022013),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 09 - Dark Orange
export material plastic_dark_orange(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Dark Orange"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "dark", "orange", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_dark_orange.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.535642, 0.127530, 0.022013),
diffuse_weight: .5,
transmissive_color: color(0.827726, 0.267358, 0.022013),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 10 - Red
export material plastic_red(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Red"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "red", "cherry", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_red.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.547994, 0.027755, 0.027755),
diffuse_weight: .5,
transmissive_color: color(0.875138, 0.022013, 0.022013),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 11 - Magenta
export material plastic_magenta(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Magenta"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "magenta")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_magenta.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.547994, 0.047776, 0.554227),
diffuse_weight: .5,
transmissive_color: color(0.722672, 0.030257, 0.566810),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 12 - Purple
export material plastic_purple(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Purple"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "purple")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_purple.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.193972, 0.017936, 0.464741),
diffuse_weight: .5,
transmissive_color: color(0.701170, 0.018913, 0.645555),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 13 - Dark Blue
export material plastic_dark_blue(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Dark Blue"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "dark", "blue", "cool")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_dark_blue.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.027755, 0.058187, 0.311180),
diffuse_weight: .5,
transmissive_color: color(0.027755, 0.058187, 0.311180),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 14 - Blue
export material plastic_blue(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Blue"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "blue", "cool")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_blue.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.034230, 0.173439, 0.843370),
diffuse_weight: .5,
transmissive_color: color(0.034230, 0.124741, 0.659224),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 15 - Sky Blue
export material plastic_sky_blue(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Sky Blue"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "blue", "sky", "cool")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_sky_blue.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.061907, 0.535642, 0.875138),
diffuse_weight: .5,
transmissive_color: color(0.028991, 0.358654, 0.673049),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 16 - Light Blue
export material plastic_light_blue(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Light Blue"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "light", "blue", "cool")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_light_blue.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.263175, 0.774227, 0.827726),
diffuse_weight: .5,
transmissive_color: color(0.163641, 0.592438, 0.759300),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 17 - Teal
export material plastic_teal(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Teal"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "teal", "cool")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_teal.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.037029, 0.579547, 0.329729),
diffuse_weight: .5,
transmissive_color: color(0.022013, 0.476177, 0.353741),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 18 - Dark Green
export material plastic_dark_green(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Dark Green"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "dark", "green")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_dark_green.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.034230, 0.141980, 0.034230),
diffuse_weight: .5,
transmissive_color: color(0.016988, 0.141980, 0.016988),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 19 - Green
export material plastic_green(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Green"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "green")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_green.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.016988, 0.311180, 0.016988),
diffuse_weight: .5,
transmissive_color: color(0.012664, 0.358654, 0.012664),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 20 - Light Green
export material plastic_light_green(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Light Green"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "light", "green")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_light_green.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.030257, 0.687031, 0.027755),
diffuse_weight: .5,
transmissive_color: color(0.030257, 0.701170, 0.027755),
distance_scale: 0.002,
reflection_roughness: 0.05
);
// 21 - Lime Green
export material plastic_lime_green(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Metallic Plastic Lime Green"),
::anno::description(DESCRIPTION),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "flakes", "metallic", "glitter", "pigment", "lime", "green", "light")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent_Flakes.plastic_lime_green.png"),
::anno::copyright_notice(COPYRIGHT)
]] = metallic_plastic_simple_controls(
diffuse_color: color(0.186989, 0.605484, 0.027755),
diffuse_weight: .5,
transmissive_color: color(0.204710, 0.701170, 0.022013),
distance_scale: 0.002,
reflection_roughness: 0.05
);