| /****************************************************************************** |
| * 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 1.5; |
| |
| import ::df::*; |
| import ::tex::*; |
| import ::math::*; |
| import ::base::*; |
| import ::state::*; |
| import ::anno::*; |
| import ::nvidia::core_definitions::*; |
|
|
| 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 = "Metal with a diamond knurling finish"; |
|
|
| float histogram_range(float input, float range = 1.0f, float position = 0.5f) |
| { |
| float low = ::math::clamp(1.0 - ::math::min(((1.0 - position) + range * 0.5), (1.0 - position) * 2), 0.0, 1.0); |
| float high = ::math::clamp(::math::min((position + range * 0.5 ), position * 2.0), 0.0, 1.0); |
| return ::math::lerp(low, high, input); |
| } |
| |
| ::base::texture_coordinate_info transform_coordinate_2( |
| float4x4 transform |
| [[ ::anno::description("A transformation to be applied to the source coordinates. rotation_translation_scale() is a suggested means to compute the transformation matrix.") ]], |
| ::base::texture_coordinate_info coordinate = ::base::texture_coordinate_info() |
| [[ ::anno::description("Coordinate, typically sourced from coordinate_source or coordinate_projection.") ]] |
| ) [[ |
| ::anno::description("Transform a texture coordinate by a matrix.") , |
| ::anno::noinline() |
| ]] |
| { |
| // Version 2 |
| float4 r_position = transform * float4(coordinate.position.x,coordinate.position.y,coordinate.position.z,1); |
| //Try aproximating it for the case that the rotation is only aroud z and assuming the texture layout is nice and z is ~constant. |
| //just pretend there is no other rotation happening |
| //get rid of scaling and translation. Then extract fields where sin and cos would be in a simple 2d transform around z. |
| float4 u = transform[0]; |
| float3 ru = ::math::normalize(float3(u.x,u.y,u.z)); |
| float cos = ru.x; |
| float sin = -ru.y; |
| //TODO: at least also handle sign of z? |
| //TODO: handle tangent becoming 0 |
| |
| |
| return ::base::texture_coordinate_info( |
| float3(r_position.x,r_position.y,r_position.z), |
| ::math::normalize(cos * coordinate.tangent_u - sin * coordinate.tangent_v), |
| ::math::normalize(cos * coordinate.tangent_v + sin * coordinate.tangent_u)); |
| } |
| |
| ::base::texture_coordinate_info vmat_transform( |
| float2 translation = float2(0.0, 0.0), |
| float rotation = 0.0, // rotation in degrees |
| float2 scaling = float2(1.0, 1.0), |
| uniform ::base::texture_coordinate_system system = ::base::texture_coordinate_uvw, |
| uniform int uv_space = 0 |
| ) |
| { |
| float rotation_rad = (rotation * 3.1415926535897932384626433832f) / 180.f; |
| float4x4 scale = |
| float4x4(1.0 /scaling.x, 0. , 0. , 0., |
| 0. , 1.0 /scaling.y , 0. , 0., |
| 0. , 0. , 1.0, 0., |
| translation.x , translation.y , 0.0, 1.); |
| |
| float s = ::math::sin(rotation_rad); |
| float c = ::math::cos(rotation_rad); |
| float4x4 rotate = |
| float4x4( c , -s , 0.0 , 0.0, |
| s , c , 0.0 , 0.0, |
| 0.0, 0.0 , 1.0 , 0.0, |
| 0. , 0.0 , 0.0 , 1.); |
| |
| return transform_coordinate_2(scale*rotate, ::base::coordinate_source(system, uv_space)); |
| } |
| |
| export material Copper_Knurling( |
| //Appearance |
| float brightness = float(0.7f) [[ |
| ::anno::description("Adjusts the brightness of the material."), |
| ::anno::display_name("Brightness"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.0f, 1.0f) |
| ]], |
| float roughness = float(0.5f) [[ |
| ::anno::description("Higher values lead to a rougher appearance of the material."), |
| ::anno::display_name("Roughness"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.0f, 1.0f) |
| ]], |
| float grooves_dirt = float(0.4f) [[ |
| ::anno::description("Adds dirt in the grooves of the knurling pattern."), |
| ::anno::display_name("Grooves Dirt"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.0f, 1.0f) |
| ]], |
| uniform float bump_strength = float(0.8f) [[ |
| ::anno::description("Adds dirt in the grooves of the knurling pattern."), |
| ::anno::display_name("Bump Strength"), |
| ::anno::in_group("Appearance"), |
| ::anno::soft_range(0.0f, 1.0f) |
| ]], |
| |
| // Round Corners |
| uniform bool enable_round_corners = false [[ |
| ::anno::display_name("Enable Round Corners"), |
| ::anno::in_group("Round Corners") |
| ]], |
| uniform float roundcorner_radius = 0.01f [[ |
| ::anno::display_name("Round Corner Radius"), |
| ::anno::description("Sets the radius of the round corners in millimeters."), |
| ::anno::soft_range(0.0f, 0.1f), |
| ::anno::in_group("Round Corners") |
| ]], |
| uniform bool across_materials = false [[ |
| ::anno::display_name("Across Materials"), |
| ::anno::description("Applies the rounded corner effect also between other materials."), |
| ::anno::in_group("Round Corners") |
| ]], |
| //Transform |
| float2 texture_translate = float2(0.f) [[ |
| ::anno::description("Controls the position of the texture."), |
| ::anno::display_name("Texture Translate"), |
| ::anno::in_group("Transform") |
| ]], |
| float texture_rotate = 0.f [[ |
| ::anno::description("Rotates angle of the texture in degrees."), |
| ::anno::display_name("Texture Rotate"), |
| ::anno::in_group("Transform"), |
| ::anno::soft_range(0.f, 360.f) |
| ]], |
| float2 texture_scale = float2(1.f) [[ |
| ::anno::description("Larger numbers increase the size."), |
| ::anno::display_name("Texture Scale"), |
| ::anno::in_group("Transform"), |
| ::nvidia::core_definitions::dimension(float2(0.35f, .35f)), |
| ::anno::soft_range(float2(0.f), float2(2.f)) |
| ]], |
| |
| // Advanced |
| uniform int uv_space_index = 0 [[ |
| ::anno::description("Uses the selected UV space index."), |
| ::anno::display_name("UV Space Index"), |
| ::anno::in_group("Advanced"), |
| ::anno::soft_range(0, 4) |
| ]] |
| ) |
| [[ |
| ::anno::display_name("Metal Knurling Copper"), |
| ::anno::description(DESCRIPTION), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::thumbnail("./.thumbs/Copper_Knurling.Copper_Knurling.png"), |
| ::anno::key_words(string[]("metal", "copper", "knurled", "knurling", "pattern", "design", "warm", "bumped")), |
| ::anno::contributor("Ruediger Raab"), |
| ::anno::author("NVIDIA vMaterials") |
| ]] |
| = let |
| { |
| color metal_tint = color(0.9654565f, 0.6899602f, 0.4830392f); |
| |
| // Texture setup |
| texture_2d normal_tex = texture_2d("./textures/metal_knurling_norm.jpg", ::tex::gamma_linear); |
| texture_2d multi_heights_tex = texture_2d("./textures/metal_knurling_multi_heights.jpg", ::tex::gamma_linear); |
| texture_2d diff_rough_grunge_tex = texture_2d("./textures/metal_knurling_multi_R_diff_G_rough_B_grunge.jpg", ::tex::gamma_linear); |
| |
| // Coordinate setup |
| ::base::texture_coordinate_info uvw = vmat_transform( |
| translation: texture_translate, |
| rotation: texture_rotate, |
| scaling: texture_scale, |
| system: ::base::texture_coordinate_uvw, |
| uv_space: uv_space_index |
| ); |
| |
| // ---------- Diff Rough Grunge Lookup ---------- |
| |
| float3 diff_rough_grunge_lookup = float3( |
| ::base::file_texture( |
| texture: diff_rough_grunge_tex, |
| uvw: uvw, |
| mono_source: ::base::mono_average |
| ).tint ); |
| |
| float3 multi_height_lookup = float3( |
| ::base::file_texture( |
| texture: multi_heights_tex, |
| uvw: uvw, |
| mono_source: ::base::mono_average |
| ).tint ); |
| |
| float3 norm = ::base::tangent_space_normal_texture( |
| texture: normal_tex, |
| factor: bump_strength, |
| uvw: uvw |
| ); |
| |
| |
| float remap_rough = histogram_range( |
| input: diff_rough_grunge_lookup.y, |
| range: 1.0f, |
| position: 0.234f |
| ); |
| |
| |
| float roughness_mapped = remap_rough + (roughness * multi_height_lookup.y); |
| |
| float remapped_diff = histogram_range( |
| input: diff_rough_grunge_lookup.x, |
| range: 1.0f, |
| position: (brightness * 0.4f) + 0.4f |
| ); |
| |
| float diff_contribution = ::math::pow(remapped_diff - ((grooves_dirt * 0.5) * multi_height_lookup.x * diff_rough_grunge_lookup.z), 2.67f); |
| |
| bsdf ggx_smith_bumped = ::df::weighted_layer( |
| layer: ::df::microfacet_ggx_smith_bsdf( |
| roughness_u: roughness_mapped * roughness_mapped, |
| roughness_v: roughness_mapped * roughness_mapped, |
| tint: color(diff_contribution), |
| mode: ::df::scatter_reflect |
| ), |
| base: bsdf(), |
| weight: 1.0f, |
| normal: norm |
| ); |
| |
| bsdf diff_bsdf = ::df::diffuse_reflection_bsdf( |
| tint: color(diff_contribution) |
| ); |
| |
| |
| bsdf final_bsdf = ::df::weighted_layer( |
| weight: 1.0f - (diff_rough_grunge_lookup.z * multi_height_lookup.x * grooves_dirt), |
| layer: ::df::directional_factor( |
| normal_tint: metal_tint, |
| grazing_tint: color(1.0f), |
| base: ggx_smith_bumped |
| ), |
| base: diff_bsdf |
| ); |
| |
| |
| // Round Corners |
| float3 round_normal = enable_round_corners ? |
| ::state::rounded_corner_normal( |
| radius: roundcorner_radius * 0.001, |
| across_materials: across_materials |
| ) : ::state::normal(); |
| } |
| in material ( |
| |
| surface: material_surface( |
| scattering: final_bsdf |
| ), |
| geometry: material_geometry( |
| normal: round_normal |
| ) |
| ); |
| |
|
|
| export material Copper_Knurling_Worn(*) |
| [[ |
| ::anno::display_name("Metal Knurling - Copper Worn"), |
| ::anno::description(DESCRIPTION), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::thumbnail("./.thumbs/Copper_Knurling.Copper_Knurling_Worn.png"), |
| ::anno::key_words(string[]("metal", "copper", "knurled", "pattern", "knurling", "design", "bumped", "warm", "worn")), |
| ::anno::contributor("Ruediger Raab"), |
| ::anno::author("NVIDIA vMaterials") |
| ]] = Copper_Knurling( |
| brightness: 0.4f, |
| roughness: 1.0f, |
| grooves_dirt: 1.0f, |
| bump_strength: 0.8f, |
| |
| enable_round_corners: false, |
| roundcorner_radius: 1.2f, |
| across_materials: false, |
| |
| texture_translate: float2(0.0f), |
| texture_rotate: 0.f, |
| texture_scale: float2(1.0f), |
| |
| uv_space_index: 0 |
| ); |
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