| /****************************************************************************** |
| * 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 ::df::*; |
| import ::base::*; |
| import ::math::*; |
| import ::nvidia::core_definitions::apply_colorfalloff; |
| import ::nvidia::core_definitions::thick_glass; |
| 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"; |
| |
| /* |
| bsdf apply_colorfalloff_v2( |
| material base = scratched_metal_v2(metal_color: color(1.)), |
| uniform color color_0 = color(1.,0.,0.), |
| uniform color color_1 = color(0.,1.,0.), |
| uniform color color_2 = color(0.,0.,1.), |
| uniform color color_3 = color(1.,0.,0.), |
| uniform color color_4 = color(0.,1.,0.) |
| ) |
| = material( |
| surface: material_surface( |
| scattering: df::measured_curve_factor( |
| curve_values: color[](color_0,color_1,color_2,color_3,color_4), |
| base: base.surface.scattering |
| ), |
| emission: base.surface.emission |
| ), |
| volume: base.volume, |
| ior: base.ior, |
| thin_walled: base.thin_walled, |
| geometry: base.geometry |
| ); |
| |
|
|
| material gem_definition( |
| color transmission_color = color(1.0), |
| uniform color glass_color = color(.95), |
| float roughness = 0.0, |
| uniform float volume_ior = 1.4f, |
| uniform bool dispersion = true, |
| uniform float abbe_number = 1.4f, |
| uniform float base_thickness = .1, |
| float3 normal = ::state::normal() |
| ) |
| [[ |
| ::anno::hidden() |
| ]] |
| = let{ |
| |
| bsdf glossy_bsdf = ::df::simple_glossy_bsdf( |
| mode: ::df::scatter_reflect, |
| tint: color(1.), |
| roughness_u: roughness |
| ); |
| bsdf glossy_bsdf_transmission = ::df::simple_glossy_bsdf( |
| mode: ::df::scatter_transmit, |
| tint: transmission_color, |
| roughness_u: roughness |
| ); |
| |
| bsdf surface_bsdf = ::df::weighted_layer( |
| normal: normal, |
| weight: 1., |
| layer: ::df::color_fresnel_layer( |
| layer: glossy_bsdf, |
| base: glossy_bsdf_transmission, |
| ior: dispersion?::base::abbe_number_ior(volume_ior, abbe_number):color(volume_ior) |
| ) |
| ); |
| |
| } in material( |
| thin_walled: false, |
| surface: material_surface(scattering: surface_bsdf ), |
| volume: material_volume( |
| absorption_coefficient: (base_thickness <= 0)? color(0): ::math::log(glass_color) / -base_thickness |
| ), |
| ior: dispersion?::base::abbe_number_ior(volume_ior, abbe_number):color(volume_ior) |
| ); |
| */ |
| |
| export material Diamond( |
| color transmission_color = color ( 1.f , 1.f , 1.f) |
| [[ |
| ::anno::display_name("Transmission Color"), |
| ::anno::description("Color effect for transmission independent of thickness of the object."), |
| ::anno::in_group("Appearance") |
| ]], |
| uniform color volume_color = color ( 1.f , 1.f , 1.f) |
| [[ |
| ::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 bool dispersion = true |
| [[ |
| ::anno::display_name("Dispersion"), |
| ::anno::description("Enable or disable the dispersion."), |
| ::anno::in_group("Advanced") |
| ]]) |
| [[ |
| ::anno::display_name("Diamond"), |
| ::anno::description("Diamond 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/Diamond.Diamond.png"), |
| ::anno::key_words(string[]("gem", "jewelry", "gemstone", "transmissive", "new", "design", "transparent", "diamond", "purple")) |
| ]] = |
| let{ |
| // Gem definition |
| // uniform color glass_color = color(.95), |
| float roughness = 0.0; |
| float volume_ior = 2.42f; |
| float abbe_number = 55.f; |
| float base_thickness = clarity * 0.1f; |
| // float3 normal = ::state::normal() |
| |
| bsdf glossy_bsdf = ::df::simple_glossy_bsdf( |
| mode: ::df::scatter_reflect, |
| tint: color(1.), |
| roughness_u: roughness |
| ); |
| bsdf glossy_bsdf_transmission = ::df::simple_glossy_bsdf( |
| mode: ::df::scatter_transmit, |
| tint: transmission_color, |
| roughness_u: roughness |
| ); |
| |
| bsdf surface_bsdf = ::df::weighted_layer( |
| //normal: normal, // is state::normal anyways, can be omitted |
| weight: 1., |
| layer: ::df::color_fresnel_layer( |
| layer: glossy_bsdf, |
| base: glossy_bsdf_transmission, |
| ior: dispersion?::base::abbe_number_ior(volume_ior, abbe_number):color(volume_ior) |
| ) |
| ); |
| |
| bsdf falloff_bsdf = df::measured_curve_factor( |
| curve_values: color[](color( 0.9529412f , 0.972549f , 1.f), |
| color( 1.f , 0.9529412f , 0.9960784f), |
| color( 0.9529412f , 0.9764706f , 1.f), |
| color( 0.9529412f , 1.f , 0.9960784f), |
| color( 1.f , 0.9529412f , 0.9843137f) |
| ), |
| base: surface_bsdf |
| ); |
| |
| |
| // the apply color falloff function does nothing but add a color gradient while keeping the material'sample |
| // other properties |
| |
| /* |
| ::nvidia::core_definitions::apply_colorfalloff( |
| base: gem_definition( |
| transmission_color: transmission_color, // CHECK |
| glass_color: volume_color, // CHECK was modified in the material+_colume expresion |
| roughness: 0.f, // CHECK |
| volume_ior: 2.42F, // CHECK |
| dispersion: dispersion, // CHECK |
| abbe_number: 55.f, // CHECK |
| base_thickness: clarity * 0.1f, // CHECK |
| normal: ::state::normal ()), // CHECK |
| color_0: color( 0.9529412f , 0.972549f , 1.f), // CHECK |
| color_1: color( 1.f , 0.9529412f , 0.9960784f),// CHECK |
| color_2: color( 0.9529412f , 0.9764706f , 1.f),// CHECK |
| color_3: color( 0.9529412f , 1.f , 0.9960784f),// CHECK |
| color_4: color( 1.f , 0.9529412f , 0.9843137f));// CHECK |
| */ |
| |
| } in material( |
| thin_walled: false, |
| surface: material_surface(scattering: falloff_bsdf ), |
| volume: material_volume( |
| absorption_coefficient: (base_thickness <= 0)? color(0): ::math::log(volume_color) / -base_thickness |
| ), |
| ior: dispersion?::base::abbe_number_ior(volume_ior, abbe_number):color(volume_ior) |
| ); |
| |
|
|