| /***************************************************************************** |
| * 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. |
| */ |
| |
| |
| // This file contains samples of very fast rendering SSS plastics for iray |
| // |
| |
| mdl 1.4; |
| import ::df::*; |
| import ::math::*; |
| import ::anno::*; |
|
|
|
|
| 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"; |
|
|
|
|
|
|
| // Template for absorption and scattering, do not use directly |
| material volume_absorption( |
| color absorption = color(0.8665f, 0.7769f, 0.1559f), |
| color scattering = color(.5f), |
| float distance_scale = .03f, |
| float directional_bias = 0.0f, |
| uniform float ior = 1.2f |
| |
| ) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Volume Absorption"), |
| ::anno::description("Pure volume absorption material"), |
| ::anno::author("NVIDIA"), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::hidden() |
| |
| ]] = material ( |
| ior: color(ior), |
| surface: material_surface ( |
| scattering: ::df::specular_bsdf ( |
| tint: color (1.0f, 1.0f, 1.0f), |
| 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 |
| ) |
| ); |
| |
| // 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( |
| 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) |
| ]] |
| ) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Full Control"), |
| ::anno::description("Plastic Material finegrained controls of its appearance"), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.Plastic_Thick_Translucent.png"), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny")), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::hidden() |
| ]] = let { |
| 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; |
| |
| 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 glossy_reflection = ::df::simple_glossy_bsdf( |
| tint: color(1.0f), |
| 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: diffuse_mix_layer, |
| weight: reflection_weight, |
| exponent: reflectivity_exponent |
| ); |
| |
| } in material ( |
| surface: material_surface( |
| scattering: final_layer |
| ), |
| |
| volume: plastic.volume |
| ); |
| |
|
|
| export material plastic_simple_controls( |
| 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 = 0.5f |
| [[ |
| ::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(0.8665f, 0.7769f, 0.1559f) |
| [[ |
| ::anno::display_name("Transmissive 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) |
| ]], |
| float distance_scale = 0.005f |
| [[ |
| ::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") |
| ]] |
| |
| ) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_simple_controls.png"), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::hidden() |
| ]] = Plastic_Thick_Translucent( |
| absorption: ::math::pow(transmissive_color, 0.2f), |
| scattering: color(0.5f), |
| distance_scale: distance_scale, |
| diffuse_transmission_tint: ::math::pow(transmissive_color, 0.2f), |
| diffuse_color: diffuse_color, |
| diffuse_weight: diffuse_weight, |
| reflection_roughness: reflection_roughness |
| |
| ); |
|
|
|
|
|
|
| // 01 - Black |
| export material plastic_black(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Black"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "dark", "black", "neutral")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_black.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.034230f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.034230f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 02 - Dark Gray |
| export material plastic_dark_gray(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Dark Gray"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "dark", "gray", "neutral")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_dark_gray.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.127530f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.089194f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
| |
| // 03 - Light Gray |
| export material plastic_light_gray(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Light Gray"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "light", "gray", "neutral")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_light_gray.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.464741f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.358654f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 04 - White |
| export material plastic_white(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic White"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "light", "white", "neutral")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_white.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.915750f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.812241f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 05 - Ivory White |
| export material plastic_ivory_white(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Ivory White"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "white", "bright", "ivory", "warm")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_ivory_white.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.899385f, 0.843370f, 0.694081f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.722672f, 0.708298f, 0.547994f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
| |
| // 06 - Lemon |
| export material plastic_lemon(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Lemon"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "lemon", "yellow", "light", "warm")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_lemon.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.859174f, 0.875138f, 0.039947f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.98211f, 0.843370f, 0.031551f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 07 - Yellow Orange |
| export material plastic_yellow_orange(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Yellow"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "light", "orange", "yellow", "warm")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_yellow_orange.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.875138f, 0.612066f, 0.039947f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.899385f, 0.373615f, 0.030257f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
| |
| // 08 - Orange |
| export material plastic_orange(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Orange"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "orange", "warm")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_orange.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.875138f, 0.353741f, 0.030257f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.891262f, 0.420508f, 0.022013f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 09 - Dark Orange |
| export material plastic_dark_orange(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Dark Orange"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "dark", "orange", "warm")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_dark_orange.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.535642f, 0.127530f, 0.022013f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.827726f, 0.267358f, 0.022013f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
| |
| // 10 - Red |
| export material plastic_red(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Red"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "red", "cherry", "warm")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_red.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.547994f, 0.027755f, 0.027755f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.875138f, 0.022013f, 0.022013f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 11 - Magenta |
| export material plastic_magenta(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Magenta"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "magenta")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_magenta.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.547994f, 0.047776f, 0.554227f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.722672f, 0.030257f, 0.566810f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 12 - Purple |
| export material plastic_purple(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Purple"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "purple")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_purple.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.193972f, 0.017936f, 0.464741f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.701170f, 0.018913f, 0.645555f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 13 - Dark Blue |
| export material plastic_dark_blue(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Dark Blue"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "dark", "blue", "cool")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_dark_blue.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.027755f, 0.058187f, 0.311180f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.027755f, 0.058187f, 0.311180f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
| |
| // 14 - Blue |
| export material plastic_blue(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Blue"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "blue", "cool")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_blue.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.034230f, 0.173439f, 0.843370f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.034230f, 0.124741f, 0.659224f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 15 - Sky Blue |
| export material plastic_sky_blue(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Sky Blue"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "blue", "sky", "cool")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_sky_blue.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.061907f, 0.535642f, 0.875138f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.028991f, 0.358654f, 0.673049f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
| |
| // 16 - Light Blue |
| export material plastic_light_blue(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Light Blue"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "light", "blue", "cool")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_light_blue.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.263175f, 0.774227f, 0.827726f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.163641f, 0.592438f, 0.759300f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 17 - Teal |
| export material plastic_teal(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Teal"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "teal", "cool")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_teal.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.037029f, 0.579547f, 0.329729f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.022013f, 0.476177f, 0.353741f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 18 - Dark Green |
| export material plastic_dark_green(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Dark Green"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "dark", "green")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_dark_green.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.034230f, 0.141980f, 0.034230f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.016988f, 0.141980f, 0.016988f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
| |
| // 19 - Green |
| export material plastic_green(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Green"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "green")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_green.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.016988f, 0.311180f, 0.016988f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.012664f, 0.358654f, 0.012664f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
|
|
| // 20 - Light Green |
| export material plastic_light_green(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Light Green"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "light", "green")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_light_green.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.030257f, 0.687031f, 0.027755f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.030257f, 0.701170f, 0.027755f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |
| |
| |
| // 21 - Lime Green |
| export material plastic_lime_green(*) |
| [[ |
| ::anno::author("NVIDIA ARC"), |
| ::anno::display_name("Plastic Lime Green"), |
| ::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. " |
| "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 Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."), |
| ::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "lime", "green", "light")), |
| ::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_lime_green.png"), |
| ::anno::copyright_notice(COPYRIGHT) |
| ]] = plastic_simple_controls( |
| diffuse_color: color(0.186989f, 0.605484f, 0.027755f), |
| diffuse_weight: .5f, |
| transmissive_color: color(0.204710f, 0.701170f, 0.022013f), |
| distance_scale: 0.002f, |
| reflection_roughness: 0.05f |
| ); |