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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.
*/
mdl 1.4;
import ::df::*;
import ::tex::*;
import ::math::*;
import ::base::*;
import ::anno::*;
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";
annotation preview_scale( float f);
uniform float4x4 rotation_translation_scale(
uniform float3 rotation = float3(0.)
[[ ::anno::description("Rotation applied to every UVW coordinate.") ]],
uniform float3 translation = float3(0.)
[[ ::anno::description("Offset applied to every UVW coordinate.") ]],
uniform float3 scaling = float3(1.)
[[ ::anno::description("Scale applied to every UVW coordinate.") ]]
)
[[
::anno::description("Construct transformation matrix from Euler rotation, translation and scale."),
::anno::hidden()
]]
{
float4x4 scale =
float4x4(scaling.x , 0. , 0. , 0.,
0. , scaling.y , 0. , 0.,
0. , 0. , scaling.z , 0.,
translation.x, translation.y, translation.z, 1.);
float3 s = ::math::sin(rotation);
float3 c = ::math::cos(rotation);
float4x4 rotate =
float4x4( c.y*c.z , -c.x*s.z + s.x*s.y*c.z , s.x*s.z + c.x*s.y*c.z , 0.0,
c.y*s.z , c.x*c.z + s.x*s.y*s.z , -s.x*c.z + c.x*s.y*s.z , 0.0,
-s.y , s.x*c.y , c.x*c.y , 0.0,
0. , 0 , 0 , 1.);
return scale*rotate;
}
::base::texture_return multiply_colors(
color color_1 = color(1.0, 1.0, 1.0),
color color_2 = color(.5, .5, .5),
float weight = float(1.0)
)
[[
::anno::hidden()
]]
{
return ::base::blend_color_layers(
layers: ::base::color_layer[](
::base::color_layer(
layer_color: color_2,
weight: weight,
mode: ::base::color_layer_multiply
)),
base: color_1
);
}
::base::texture_return blend_colors(
color color_1 = color(1.0f, 0.0f, 0.0f),
color color_2 = color(0.0f, 1.0f, 0.0f),
float blend = 0.5f
)
[[
::anno::hidden()
]]
{
return ::base::blend_color_layers(
layers: ::base::color_layer[](
::base::color_layer(
layer_color: color_2,
weight: blend,
mode: ::base::color_layer_blend
)),
base: color_1
);
}
// Iteration of the tweed material to be more flexible and advanced
export material Tweed_Herringbone(
color tweed_color_1 = color(0.6f, 0.1f, 0.1f)
[[
::anno::display_name("Tweed Color A"),
::anno::description("The first color of the two colored tweed pattern."),
::anno::in_group("Appearance")
]],
color tweed_color_2 = color(0.7f)
[[
::anno::display_name("Tweed Color B"),
::anno::description("The second color of the two colored tweed pattern."),
::anno::in_group("Appearance")
]],
float diffuse_AO_contribution = 1.0f
[[
::anno::display_name("Diffuse AO Weight"),
::anno::hard_range(0.0f, 1.0f),
::anno::description("Controls how much precomputed AO is weighted into the fabric."),
::anno::in_group("Appearance")
]],
float fuzz_weight = 0.1f
[[
::anno::display_name("Fuzz Weight"),
::anno::soft_range(0.0f, 0.3),
::anno::hard_range(0.0f, 0.3),
::anno::description("The intensity of the fuzz map on the material."),
::anno::in_group("Appearance")
]],
uniform float reflection_weight = 1.0f
[[
::anno::display_name("Reflection Weight"),
::anno::hard_range(0.0f, 1.0f),
::anno::description("The weight of the reflection of the material. General Reflectivity for this "
"material is set intentionally lower to avoid unrealistic looks."),
::anno::in_group("Appearance")
]],
uniform float bump_amount = .5f
[[
::anno::display_name("Bump Amount"),
::anno::soft_range(0.0f, 1.0f),
::anno::description("Specifies the strength of the bump map."),
::anno::in_group("Appearance")
]],
// ----------------------- Adjustments Group -----------------------
uniform float2 texture_translate = float2(0.0f)
[[
::anno::display_name("Translate"),
::anno::description("Controls the position of the texture."),
::anno::in_group("Adjustments")
]],
uniform float texture_rotate = 0.f
[[
::anno::display_name("Rotate"),
::anno::description("Rotates angle of the texture in degrees."),
::anno::in_group("Adjustments")
]],
uniform float2 texture_scale = float2(2.0f)
[[
::anno::display_name("Scale"),
::anno::description("Larger numbers increase the size."),
::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
::preview_scale(2.0f),
::anno::in_group("Adjustments")
]],
//----------------------- Advanced -----------------------
uniform int uv_space_index = 0
[[
::anno::display_name("UV Space Index"),
::anno::description("UV Space Index."),
::anno::in_group("Advanced"),
::anno::soft_range(0, 3)
]]
) [[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Default"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "multicolored", "contrast")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone.png"),
::anno::copyright_notice(COPYRIGHT),
::anno::hidden()
]] = let{
// * Tweed Fibers texture ^/
// * Tweed Mask texture ^/
// * Tweed Normal texture ^/
// * Tweed Fuzz texture ^/
// * Tweed AO Texture
// * Tweed Color 1
// * Tweed Color 2
// * Fuzz (Dust) Fibers Amount
// * Fuzz AO to diffuse
// * Bump Amount
// Simple diffuse layer with bump
// Colors get blended via Mask texture
// Then multiplied with the fibers
// Then multiplied with the AO
// Fuzz: Another diffuse layer on top, no bump. Let's see how this works out
// Maybe make the fuzz with a falloff layer, so it is stronger at grazing angles
//
texture_2d tweed_fibers_diff_texture = texture_2d("./textures/tweed_fibers_diff.jpg" , ::tex::gamma_srgb);
texture_2d tweed_mask_texture = texture_2d("./textures/tweed_mask.png" , ::tex::gamma_srgb);
texture_2d tweed_fuzz_texture = texture_2d("./textures/tweed_fuzz_diff.png" , ::tex::gamma_srgb);
texture_2d tweed_AO_texture = texture_2d("./textures/tweed_AO.jpg" , ::tex::gamma_srgb);
texture_2d tweed_normal_texture = texture_2d("./textures/tweed_norm.jpg" , ::tex::gamma_linear);
float material_ior = float(1.8);
float roughness = 0.5;
::base::texture_coordinate_info uvw = ::base::coordinate_source(
coordinate_system: ::base::texture_coordinate_uvw,
texture_space: uv_space_index
);
::base::texture_coordinate_info transformed_uvw = ::base::transform_coordinate(
transform: rotation_translation_scale(
scaling: float3(7.5f/texture_scale.x, 7.5f/texture_scale.y, 1.0),
rotation: float3(0.0, 0.0, texture_rotate/180.*::math::PI ),
translation: float3(texture_translate.x, texture_translate.y, 0.0)
),
coordinate: uvw
);
::base::texture_return fibers_diffuse = ::base::file_texture(
texture: tweed_fibers_diff_texture,
color_scale: color(1.0),
uvw: transformed_uvw
);
::base::texture_return tweed_mask = ::base::file_texture(
texture: tweed_mask_texture,
color_offset: color(0.0, 0.0, 0.0),
color_scale: color(1.0, 1.0, 1.0),
mono_source: ::base::mono_average,
uvw: transformed_uvw
);
::base::texture_return tweed_AO_map = ::base::file_texture(
texture: tweed_AO_texture,
color_offset: color(0.0, 0.0, 0.0),
color_scale: color(1.0, 1.0, 1.0),
mono_source: ::base::mono_average,
uvw: transformed_uvw
);
::base::texture_return tweed_fuzz_map = ::base::file_texture(
texture: tweed_fuzz_texture,
color_offset: color(0.0, 0.0, 0.0),
color_scale: color(1.0, 1.0, 1.0),
mono_source: ::base::mono_alpha,
uvw: transformed_uvw
);
// Blending the two tweed colors via the colors mask
::base::texture_return tweed_color_blend = blend_colors(tweed_color_1, tweed_color_2, tweed_mask.mono);
// Blending the fibers
::base::texture_return tweed_color_fiber_blend = multiply_colors(tweed_color_blend.tint, fibers_diffuse.tint);
// Blending in AO
::base::texture_return tweed_color_fiber_AO_blend = multiply_colors(tweed_color_fiber_blend.tint, tweed_AO_map.tint, diffuse_AO_contribution);
bsdf glossy_bsdf = ::df::simple_glossy_bsdf(
mode: ::df::scatter_reflect,
tint: color(1.0f),
roughness_u: roughness
);
bsdf diffuse_bsdf = ::df::diffuse_reflection_bsdf(
tint: tweed_color_fiber_AO_blend.tint
);
bsdf diffuse_fuzz_bsdf = ::df::diffuse_reflection_bsdf(
tint: tweed_fuzz_map.tint
);
bsdf final_bsdf = ::df::weighted_layer(
base: diffuse_bsdf,
weight: tweed_fuzz_map.mono * fuzz_weight,
layer: diffuse_fuzz_bsdf
);
float3 bump = ::base::tangent_space_normal_texture(
texture: tweed_normal_texture,
factor: bump_amount,
uvw: transformed_uvw
);
} in material(
surface: material_surface(
scattering: ::df::fresnel_layer(
ior: material_ior,
weight: reflection_weight * 0.15,
layer: glossy_bsdf,
base: final_bsdf
)
),
geometry: material_geometry(
normal: bump
)
);
// 2
export material Tweed_Herringbone_Dark_Blue(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Dark Blue"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "multicolored", "contrast", "blue", "gray", "cool")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Dark_Blue.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.001202f, 0.039947f, 0.101145f),
tweed_color_2: color(0.554227f, 0.511398f, 0.487765f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 3
export material Tweed_Herringbone_Gray(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Gray"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "neutral", "gray")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Gray.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.082414f, 0.082414f, 0.082414f),
tweed_color_2: color(0.409826f, 0.409826f, 0.409826f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 4
export material Tweed_Herringbone_Black_White(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Black White"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "contrast", "multicolored", "neutral", "black", "white")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Black_White.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.673049f, 0.673049f, 0.673049f),
tweed_color_2: color(0.031551f, 0.031551f, 0.031551f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 5
export material Tweed_Herringbone_Brown(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Brown"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "brown")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Brown.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.547994f, 0.409826f, 0.212044f),
tweed_color_2: color(0.160444f, 0.080219f, 0.026549f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 6
export material Tweed_Herringbone_Mustard(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Mustard"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "mustard", "orange", "warm")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Mustard.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.673049f, 0.535642f, 0.431340f),
tweed_color_2: color(0.592438f, 0.234895f, 0.039947f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 7
export material Tweed_Herringbone_Blue_Khaki(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Blue Khaki"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "blue", "khaki", "light")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Blue_Khaki.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.054592f, 0.193972f, 0.267358f),
tweed_color_2: color(0.499505f, 0.447871f, 0.315763f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 8
export material Tweed_Herringbone_Dark_Brown(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Dark Brown"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "brown", "contrast")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Dark_Brown.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.101145f, 0.051122f, 0.037029f),
tweed_color_2: color(0.796917f, 0.722672f, 0.523443f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 9
export material Tweed_Herringbone_Red_Vanilla(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Red Vanilla"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "multicolored", "contrast", "red", "vanilla")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Red_Vanilla.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.932277f, 0.851252f, 0.638779f),
tweed_color_2: color(0.353741f, 0.011881f, 0.009696f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 10
export material Tweed_Herringbone_Olive_Green(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Olive Green"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "green")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Olive_Green.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.075926f, 0.227137f, 0.060032f),
tweed_color_2: color(0.280124f, 0.487765f, 0.190463f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 11
export material Tweed_Herringbone_Saturated_Green(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Saturated Green"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "green", "saturated")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Saturated_Green.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.012664f, 0.069727f, 0.014311f),
tweed_color_2: color(0.130352f, 0.404541f, 0.096266f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 12
export material Tweed_Herringbone_Purple_Orange(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Purple Orange"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "saturated", "multicolored", "orange", "purple")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Purple_Orange.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.751895f, 0.151058f, 0.069727f),
tweed_color_2: color(0.130352f, 0.018913f, 0.284452f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);
// 13
export material Tweed_Herringbone_Green_Blue(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Tweed - Green Blue"),
::anno::description("A tweed material with a layer of fuzz on top."),
::anno::key_words(string[]("design", "fabric", "tweed", "garment", "weave", "herringbone", "multicolored", "green", "blue")),
::anno::thumbnail("./.thumbs/Tweed_Herringbone.Tweed_Herringbone_Green_Blue.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Tweed_Herringbone(
tweed_color_1: color(0.230998f, 0.547994f, 0.163641f),
tweed_color_2: color(0.009696f, 0.204710f, 0.186989f),
diffuse_AO_contribution: .75f,
fuzz_weight: 0.1f,
reflection_weight: 1.0f,
bump_amount: 0.5f,
texture_translate: float2(0.0f, 0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f, 1.0f)
);