| /****************************************************************************** |
| * 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 1.7; |
| |
| import ::anno::*; |
| import ::base::*; |
| import ::df::*; |
| import ::math::*; |
| import ::state::*; |
| import ::tex::*; |
| import ::nvidia::core_definitions::dimension; |
| import ::nvidia::core_definitions::blend_colors; |
| |
| |
| 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 = "A plain chiffon silk material with creases."; |
| |
| annotation preview_scale( float f); |
| |
| int lowbias32(int x) |
| { |
| x ^= x >>> 16; |
| x *= 0x7feb352d; |
| x ^= x >>> 15; |
| x *= 0x846ca68b; |
| x ^= x >>> 16; |
| return x; |
| } |
| |
| float remap(float input, float low_1, float high_1, float low_2, float high_2) |
| { |
| return low_2 + ((input - low_1) * (high_2 - low_2))/(high_1 - low_1); |
| } |
| |
| float f_n(float n, float a, float h, float l) { |
| float k = ::math::fmod(n + h * 12.f, 12.f); |
| |
| return l - a * ::math::max(-1.0f, ::math::min(::math::min(k-3.0f, 9.0f-k), 1.0f)); |
| } |
| |
| float2x2 invert_2x2(float2x2 M) |
| { |
| float det = M[0][0]*M[1][1] - M[0][1]*M[1][0]; |
| //https://www.chilimath.com/lessons/advanced-algebra/inverse-of-a-2x2-matrix/ |
| return (1.0 / det) * float2x2(M[1][1], -M[0][1], -M[1][0], M[0][0]); |
| } |
| |
| float uint2float(int x) |
| { |
| return float(x & 0x7FFFFFFF) + (x < 0 ? 2147483648.0 : 0.0); |
| } |
| |
| float2 rnd22(int2 p) { |
| float2 ret_val = float2( |
| uint2float(lowbias32(p[0] + lowbias32(p[1]))) / 4294967296.f, |
| uint2float(lowbias32(p[0] + 32000 + lowbias32(p[1]))) / 4294967296.f |
| ); |
| return ret_val; |
| } |
| |
| 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); |
| } |
| |
| float histogram_scan_big(float input, float width, float position) |
| { |
| return ::math::clamp( |
| remap(input, |
| ::math::lerp(-width, 1.0, position), |
| ::math::lerp(0.0, 1.0 + width, position), |
| 0.0, |
| 1.0), |
| 0.0, |
| 1.0); |
| } |
| |
| float3 rgb2hsl(float3 c) |
| [[ |
| ::anno::description("Converts a color value to HSL. The function outputs the hue to \n" |
| "lie in the range from 0.0-1.0."), |
| ::anno::author("NVIDIA vMaterials") |
| ]] |
| { |
| float3 hsl; |
| float cMax = ::math::max(::math::max(c.x, c.y), c.z); |
| float cMin = ::math::min(::math::min(c.x, c.y), c.z); |
| float delta = cMax - cMin; |
| |
| hsl.z = (cMax + cMin) / 2.0; |
| hsl.x = ((cMax == cMin) ? 0 : |
| (cMax == c.x) ? (c.y - c.z) / delta + ((c.z > c.y) ? 6.0f : 0.0f): |
| (cMax == c.y) ? (c.z - c.x) / delta + 2.0 : (c.x - c.y) / delta + 4.0) / 6.0f; |
| hsl.y = (hsl.z == 0.0 || hsl.z == 1.0) ? 0.0 : delta / (1.0 - ::math::abs(2.0 * hsl.z - 1.0)); |
| return hsl; |
| } |
| |
| color hsl2rgb(float3 hsl) |
| [[ |
| ::anno::description("Converts a HSL value back to a color. Note that the hue is expected to \n" |
| "lie in the range from 0.0-1.0."), |
| ::anno::author("NVIDIA vMaterials") |
| ]] |
| { |
| float h = hsl.x, s = hsl.y, l = hsl.z; |
| float a = s * ::math::min(l, 1.0f - l); |
| return color(f_n(0.0, a, h, l), |
| f_n(8.0, a, h, l), |
| f_n(4.0, a, h, l)); |
| } |
| |
| struct vm_coordinates{ |
| float2 uv; |
| float rotation; |
| int uv_space_index; |
| float4 carry; |
| }; |
| |
| enum vm_mono_select |
| [[ |
| ::anno::description("Modes for the creation of a gray-scale value from a color."), |
| ::anno::hidden() |
| ]] |
| { |
| mono_r = 0, |
| mono_g = 1, |
| mono_b = 2, |
| mono_a = 3, |
| mono_average = 4 |
| }; |
| |
| vm_coordinates vm_coord |
| ( |
| float2 translation = float2(0.0f, 0.0) [[ |
| ::anno::display_name("Translation"), |
| ::anno::description("Translates the coordinates.") |
| ]], |
| float rotation = 0.0f [[ |
| ::anno::display_name("Rotation"), |
| ::anno::description("Rotates the coordinates in degrees.") |
| ]], |
| float2 scaling = float2(1.0f, 1.0f) [[ |
| ::anno::display_name("Scaling"), |
| ::anno::description("Scales the coordinates.") |
| ]], |
| uniform int uv_space = 0 [[ |
| ::anno::display_name("UV Space"), |
| ::anno::description("Chose the UV space.") |
| ]] |
| ) |
| [[ |
| ::anno::display_name("vm Transform"), |
| ::anno::description("Generates coordinates to be used in vm_lookup functions.") |
| ]] |
| { |
| vm_coordinates uv; |
| ::base::texture_coordinate_info info = ::base::coordinate_source( ::base::texture_coordinate_uvw, uv_space); |
| uv.rotation = (rotation * 3.1415926535897932384626433832f) / 180.f; |
| uv.uv = float2(info.position.x, info.position.y); |
| float sine = ::math::sin(uv.rotation); |
| float cosine = ::math::cos(uv.rotation); |
| float2x2 rot = float2x2(cosine, -sine, sine, cosine); |
| uv.uv = rot * uv.uv; |
| uv.uv /= scaling; |
| uv.uv += translation; |
| // Translation before or after rotation? |
| return uv; |
| } |
| |
| vm_coordinates vm_coord_post_scale( |
| vm_coordinates uv = vm_coord(), |
| float2 scale = float2(1.0f) |
| ) |
| { |
| uv.uv /= scale; |
| return uv; |
| } |
| |
| vm_coordinates vm_coord_warp( |
| float warp_value, |
| vm_coordinates uv_in, |
| float warp_intensity = 0.1f, |
| bool warp_u_direction = true, |
| bool warp_v_direction = true |
| |
| ) |
| { |
| vm_coordinates uv = uv_in; |
| uv.uv = uv_in.uv + float2(warp_u_direction?1.0:0.0, warp_v_direction?1.0:0.0) * warp_value * warp_intensity; |
| return uv; |
| } |
| |
|
|
| ::base::texture_return vm_tex_lookup( |
| uniform texture_2d tex, |
| vm_coordinates uv = vm_coord(), |
| uniform vm_mono_select mono_source = mono_a, |
| float4 scale = float4(1.0f)) |
| { |
| float mono; |
| float4 lookup = ::tex::lookup_float4(tex, uv.uv, ::tex::wrap_repeat, ::tex::wrap_repeat) * scale; |
| switch( mono_source ) { |
| case mono_r: mono = lookup.x; |
| break; |
| case mono_g: mono = lookup.y; |
| break; |
| case mono_b: mono = lookup.z; |
| break; |
| case mono_a: mono = lookup.w; |
| break; |
| case mono_average: mono = ::math::average(float3(lookup.x, lookup.y, lookup.z)); |
| break; |
| } |
| return ::base::texture_return(color(lookup.x, lookup.y, lookup.z), mono); |
| } |
| |
| float3 vm_tex_normal_lookup( |
| uniform texture_2d tex, |
| vm_coordinates uv = vm_coord(), |
| float strength = 1.0f |
| ) |
| { |
| float rot = uv.rotation; |
| // Lookup and convert normal texture to -1 ... 1 range |
| float3 norm = (::tex::lookup_float3(tex, uv.uv, ::tex::wrap_repeat, ::tex::wrap_repeat) - float3(.5f)) * 2.0f; |
| norm = ::math::normalize(norm * float3(strength, strength, 1.0)); |
| // if any rotation happened prior to the lookup, compensate for it |
| norm = float3(::math::cos(rot) * norm.x - ::math::sin(rot) * norm.y, |
| ::math::sin(rot) * norm.x + ::math::cos(rot) * norm.y, |
| norm.z); |
| return norm.x * ::state::texture_tangent_u(uv.uv_space_index) + |
| norm.y * ::state::texture_tangent_v(uv.uv_space_index) + |
| norm.z * ::state::normal(); |
| } |
| |
| // Returns the normal n in tangent space, given n is in internal space. |
| float3 transform_internal_to_tangent(float3 n) |
| [[ |
| anno::hidden() |
| ]] |
| { |
| return |
| n.x* float3(state::texture_tangent_u(0).x,state::texture_tangent_v(0).x,state::normal().x)+ |
| n.y* float3(state::texture_tangent_u(0).y,state::texture_tangent_v(0).y,state::normal().y)+ |
| n.z* float3(state::texture_tangent_u(0).z,state::texture_tangent_v(0).z,state::normal().z); |
| } |
| |
| // Returns the normal n in internal space, given n is in tangent space. |
| float3 transform_tangent_to_internal(float3 n) |
| [[ |
| anno::hidden() |
| ]] |
| { |
| return state::texture_tangent_u(0) * n.x + |
| state::texture_tangent_v(0) * n.y + |
| state::normal() * n.z ; |
| } |
| |
| float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) |
| { |
| // http://blog.selfshadow.com/publications/blending-in-detail/ |
| float3 n_t = transform_internal_to_tangent(n); |
| float3 nd_t = transform_internal_to_tangent(nd); |
| |
| n_t=n_t + float3(0.,0.,1.); |
| nd_t = nd_t * float3(-1.,-1.,1.); |
| n = n_t*math::dot(n_t, nd_t)/n_t.z - nd_t; |
| return ::math::normalize(transform_tangent_to_internal(n)); |
| } |
| |
|
|
| float3 vm_tex_infinite_normal( |
| uniform texture_2d tex = texture_2d(), |
| vm_coordinates uv = vm_coord(), |
| float3 average_color = float3(0.5f), |
| float patch_size = 1.0, |
| float normal_strength = 1.0 |
| ) |
| { |
| float2 uv_in = uv.uv; |
| |
| float3 O = float3(0.f); |
| float2x2 M0 = float2x2(1.f,0.f, 0.5f, ::math::sqrt(3.f)/2.f); |
| float2x2 M = invert_2x2(M0); // transform matrix <-> tilted space |
| |
| float2 U = uv_in; |
| float2 V = M * (uv.uv / patch_size); //pre-tilted hexa coordinates |
| int2 I = int2(::math::floor(V))+int2(935); // hexa-tile id |
| |
| // The mean color needs to be determined in Photoshop then to make the |
| // average color work out, take the float value and calculate the apropriate |
| // mean value as (value^(1/2.2)) |
| |
| float3 m = average_color; |
| |
| float3 F = float3(::math::frac(V)[0], ::math::frac(V)[1], 0.f), W; |
| F[2] = 1.0 - F[0] - F[1]; // local hexa coordinates |
| |
| if( F[2] > 0.f ) |
| O = (W[0] = F[2]) * (( ::tex::lookup_float3(tex, U-rnd22(I))) - m) |
| + (W[1] = F[1]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(0,1)))) - m) |
| + (W[2] = F[0]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(1,0)))) - m); |
| else |
| O = (W[0] = -F[2]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(1)))) - m) |
| + (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(1, 0)))) - m) |
| + (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(0, 1)))) - m); |
| O = m + O/::math::length(W); |
| O = ::math::clamp( (O), 0.0, 1.0); |
| |
| float3 norm = (O - float3(.5f)) * 2.0f; |
| norm = ::math::normalize(norm * float3(normal_strength, normal_strength, 1.0)); |
| // if any rotation happened prior to the lookup, compensate for it |
| norm = float3(::math::cos(uv.rotation) * norm.x - ::math::sin(uv.rotation) * norm.y, |
| ::math::sin(uv.rotation) * norm.x + ::math::cos(uv.rotation) * norm.y, |
| norm.z); |
| return norm.x * ::state::texture_tangent_u(uv.uv_space_index) + |
| norm.y * ::state::texture_tangent_v(uv.uv_space_index) + |
| norm.z * ::state::normal(); |
| } |
| |
| export material Silk_Plain_Chiffon( |
| color fabric_color = color(0.830770f, 0.830770f, 0.830770f) [[ |
| ::anno::description("Sets the color of the fabric."), |
| ::anno::display_name("Color"), |
| ::anno::in_group("Appearance"), |
| ::anno::ui_order(0) |
| ]], |
| float roughness = 0.32f [[ |
| ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."), |
| ::anno::display_name("Roughness"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.f, 1.f), |
| ::anno::ui_order(1) |
| ]], |
| float fabric_reflection = 0.6f [[ |
| ::anno::description("Amount of reflection, higher numbers provide more reflection."), |
| ::anno::display_name("Reflection Weight"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.f, 1.f), |
| ::anno::ui_order(2) |
| ]], |
| float sheen_weight = 0.95f [[ |
| ::anno::description("Adds a fuzzy, soft appearance around the material when viewed at grazing angles."), |
| ::anno::display_name("Sheen Weight"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.f, 1.f), |
| ::anno::ui_order(3) |
| ]], |
| float translucency_amount = 0.4f [[ |
| ::anno::description("A value of 0 makes the material completely opaque. Increasing the parameter value lets more light pass through the material."), |
| ::anno::display_name("Translucency Amount"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.f, 1.f), |
| ::anno::ui_order(4) |
| ]], |
| float fabric_bump_strength = 1.f [[ |
| ::anno::description("Specifies the strength of the bump."), |
| ::anno::display_name("Bump Strength"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.f, 2.f), |
| ::anno::soft_range(0.f, 1.f), |
| ::anno::ui_order(5) |
| ]], |
| float secondary_bump_size = 0.5f [[ |
| ::anno::description("The strength of the wrinkles bump map."), |
| ::anno::display_name("Wrinkles Bump Strength"), |
| ::anno::in_group("Appearance"), |
| ::anno::soft_range(0.f, 1.f), |
| ::anno::ui_order(6) |
| ]], |
| float wrinkles_bump_scale = 1.0f [[ |
| ::anno::description("Controls the size of the wrinkles that appear on the fabric surface."), |
| ::anno::display_name("Wrinkles Bump Scale"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.f, 2.f), |
| ::anno::ui_order(7) |
| ]], |
| float warp_intensity = 0.f [[ |
| ::anno::description("Adds a little bit of distortion to break up the perfectly regular appearance of the weaving."), |
| ::anno::display_name("Warp Intensity"), |
| ::anno::in_group("Appearance"), |
| ::anno::soft_range(0.f, 1.f), |
| ::anno::ui_order(8) |
| ]], |
| float2 texture_translate = float2(0.f) [[ |
| ::anno::description("Controls the position of the texture."), |
| ::anno::display_name("Texture Translate"), |
| ::anno::in_group("Transform"), |
| ::anno::ui_order(9) |
| ]], |
| 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), |
| ::anno::ui_order(10) |
| ]], |
| float2 texture_scale = float2(1.0f) [[ |
| ::anno::description("Larger numbers increase the size."), |
| ::anno::display_name("Texture Scale"), |
| ::anno::in_group("Transform"), |
| ::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)), |
| ::preview_scale(float(3.5f)), |
| ::anno::ui_order(11) |
| ]], |
| uniform int uv_space_index = 0 [[ |
| ::anno::description("Uses selected UV space for material."), |
| ::anno::display_name("UV Space Index"), |
| ::anno::in_group("Transform"), |
| ::anno::ui_order(12) |
| ]], |
| uniform bool roundcorners_enable = false [[ |
| ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."), |
| ::anno::display_name("Enable Round Corners"), |
| ::anno::in_group("Round Corners"), |
| ::anno::ui_order(13) |
| ]], |
| uniform float roundcorners_radius_mm = 1.f [[ |
| ::anno::description("Radius of the rounded corners in millimeters."), |
| ::anno::display_name("Round Corner Radius (mm)"), |
| ::anno::in_group("Round Corners"), |
| ::anno::soft_range(0.f, 10.f), |
| ::anno::ui_order(14) |
| ]], |
| uniform bool roundcorners_across_materials = false [[ |
| ::anno::description("Applies the round corner effect across different materials when enabled."), |
| ::anno::display_name("Across Materials"), |
| ::anno::in_group("Round Corners"), |
| ::anno::ui_order(15) |
| ]]) |
| [[ |
| ::anno::author("NVIDIA vMaterials"), |
| ::anno::contributor("Rüdiger Raab"), |
| ::anno::display_name("Silk Plain Chiffon - White"), |
| ::anno::description(DESCRIPTION), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::thumbnail("./.thumbs/Silk_Plain_Chiffon.Silk_Plain_Chiffon.png"), |
| ::anno::key_words(string[]("fabric", "translucent", "silk", "woven", "chiffon", "transparent", "translucent", "fashion", "design", "white", "light", "neutral")) |
| ]] |
| = |
| let { |
| bool tmp0 = false; |
| float2 texture_rescale = texture_scale * 0.11f; // texture covers 11 cm, scale up so it covers 1m per default |
| |
| texture_2d multi_tex = texture_2d("./textures/silk_plain_chiffon_R_rough_G_ao_B_height.jpg", ::tex::gamma_linear); |
| texture_2d warp_tex = texture_2d("./textures/french_terry_fabric_warp.png", ::tex::gamma_linear); |
| texture_2d norm_tex = texture_2d("./textures/silk_plain_chiffon_norm.jpg", ::tex::gamma_linear); |
| texture_2d diff_tex = texture_2d("./textures/silk_plain_chiffon_R_diff.jpg", ::tex::gamma_linear); |
| texture_2d norm2_tex = texture_2d("./textures/silk_plain_chiffon_norm2.jpg", ::tex::gamma_linear); |
| |
| material_surface tmp1(::df::custom_curve_layer(0.179999992f, 1.f, 3.01999998f, fabric_reflection * 0.3f, ::df::microfacet_ggx_smith_bsdf(histogram_range(::math::pow(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).x, 1.f), 0.98999995f, roughness * 0.300000012f + 0.600000024f) * histogram_range(::math::pow(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).x, 1.f), 0.98999995f, roughness * 0.300000012f + 0.600000024f), histogram_range(::math::pow(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).x, 1.f), 0.98999995f, roughness * 0.300000012f + 0.600000024f) * histogram_range(::math::pow(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).x, 1.f), 0.98999995f, roughness * 0.300000012f + 0.600000024f), color(1.f, 1.f, 1.f), color(1.f, 1.f, 1.f), ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(sheen_weight, ::df::sheen_bsdf(0.0700000003f, hsl2rgb(rgb2hsl(float3(fabric_color)) * float3(1.f, 0.74000001f, 1.f)), color(1.f, 1.f, 1.f), ::df::weighted_layer(translucency_amount * 0.200000003f, ::df::diffuse_transmission_bsdf(nvidia::core_definitions::blend_colors(hsl2rgb(float3(rgb2hsl(float3(fabric_color)).x, ::math::min(rgb2hsl(float3(fabric_color)).y, ::math::pow(rgb2hsl(float3(fabric_color)).z, 0.149999991f)), rgb2hsl(float3(fabric_color)).z)), color(::math::pow(histogram_scan_big(1.f - float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).z, 0.810000002f, 0.319999993f), 2.20000005f)), ::base::color_layer_multiply, 1.f, true).tint), ::df::weighted_layer(1.f, ::df::diffuse_reflection_bsdf(::math::pow(nvidia::core_definitions::blend_colors(nvidia::core_definitions::blend_colors(fabric_color, color(::math::lerp(1.f, vm_tex_lookup(diff_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_r, float4(1.f)).mono, 0.479999989f)), ::base::color_layer_overlay, 1.f, true).tint, color(histogram_scan_big(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).y, 0.680000007f, 0.229999989f)), ::base::color_layer_multiply, fabric_bump_strength, true).tint, 1.86000001f), 0.f), bsdf(), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), float2(wrinkles_bump_scale * 3.f + 0.300000012f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f))), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), float2(wrinkles_bump_scale * 3.f + 0.300000012f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f)))), ::df::weighted_layer(translucency_amount * 0.200000003f, ::df::diffuse_transmission_bsdf(nvidia::core_definitions::blend_colors(hsl2rgb(float3(rgb2hsl(float3(fabric_color)).x, ::math::min(rgb2hsl(float3(fabric_color)).y, ::math::pow(rgb2hsl(float3(fabric_color)).z, 0.149999991f)), rgb2hsl(float3(fabric_color)).z)), color(::math::pow(histogram_scan_big(1.f - float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).z, 0.810000002f, 0.319999993f), 2.20000005f)), ::base::color_layer_multiply, 1.f, true).tint), ::df::weighted_layer(1.f, ::df::diffuse_reflection_bsdf(::math::pow(nvidia::core_definitions::blend_colors(nvidia::core_definitions::blend_colors(fabric_color, color(::math::lerp(1.f, vm_tex_lookup(diff_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_r, float4(1.f)).mono, 0.479999989f)), ::base::color_layer_overlay, 1.f, true).tint, color(histogram_scan_big(float3(vm_tex_lookup(multi_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_a, float4(1.f)).tint).y, 0.680000007f, 0.229999989f)), ::base::color_layer_multiply, fabric_bump_strength, true).tint, 1.86000001f), 0.f), bsdf(), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), float2(wrinkles_bump_scale * 3.f + 0.300000012f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f))), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), float2(wrinkles_bump_scale * 3.f + 0.300000012f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f))), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.1f, false, true), float2(wrinkles_bump_scale * 3.f + 0.3f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f))), add_detail_normal(vm_tex_normal_lookup(norm_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.1f, false, true), fabric_bump_strength), vm_tex_infinite_normal(norm2_tex, vm_coord_post_scale(vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), float2(wrinkles_bump_scale * 3.f + 0.300000012f)), float3(0.5f, 0.5f, 1.f), 3.f, secondary_bump_size * 2.5f))), material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance)); |
| material_surface tmp2 = material_surface(scattering: bsdf(), emission: material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance)); |
| color tmp3 = color(1.f, 1.f, 1.f); |
| material_volume tmp4 = material_volume(scattering: vdf(), absorption_coefficient: color(0.f, 0.f, 0.f), scattering_coefficient: color(0.f, 0.f, 0.f), emission_intensity: color(0.f, 0.f, 0.f)); |
| material_geometry tmp5(float3(0.f), histogram_scan_big(::math::pow(vm_tex_lookup(diff_tex, vm_coord_warp(vm_tex_lookup(warp_tex, vm_coord(float2(0.f), 0.f, texture_rescale * float2(4.6500001f, 4.50999975f), 0), mono_a, float4(1.f)).mono, vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), warp_intensity * 0.100000001f, false, true), mono_r, float4(1.f)).mono, 2.f), 0.14f, 0.18f), roundcorners_enable ? ::state::rounded_corner_normal(roundcorners_radius_mm * 0.001f, roundcorners_across_materials, 1.f) : ::state::normal()); |
| hair_bsdf tmp6 = hair_bsdf(); |
| } in material( |
| thin_walled: tmp0, |
| surface: tmp1, |
| backface: tmp2, |
| ior: tmp3, |
| volume: tmp4, |
| geometry: tmp5, |
| hair: tmp6); |
| |
|
|
| export material Silk_Plain_Chiffon_Shiny(*) |
| [[ |
| ::anno::author("NVIDIA vMaterials"), |
| ::anno::contributor("Rüdiger Raab"), |
| ::anno::display_name("Silk Plain Chiffon - Shiny"), |
| ::anno::description(DESCRIPTION), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::thumbnail("./.thumbs/Silk_Plain_Chiffon.Silk_Plain_Chiffon_Shiny.png"), |
| ::anno::key_words(string[]("fabric", "translucent", "silk", "woven", "chiffon", "architecture", "translucent", "fashion", "design", "shiny", "white", "light", "neutral")) |
| ]] = Silk_Plain_Chiffon( |
| fabric_color: color(0.830770f, 0.830770f, 0.830770f), |
| roughness: 0.01f, |
| fabric_reflection: 0.98f, |
| sheen_weight: 0.75f, |
| translucency_amount: 0.12f, |
| fabric_bump_strength: 1.0f, |
| secondary_bump_size: 0.19f, |
| wrinkles_bump_scale: 1.0f, |
| warp_intensity: 0.0f, |
| texture_translate: float2(0.0f), |
| texture_rotate: 0.0f, |
| texture_scale: float2(1.0f), |
| uv_space_index: 0, |
| roundcorners_enable: false, |
| roundcorners_radius_mm: 1.0f, |
| roundcorners_across_materials: false |
| ); |
| |
|
|
| export material Silk_Plain_Chiffon_Natural(*) |
| [[ |
| ::anno::author("NVIDIA vMaterials"), |
| ::anno::contributor("Rüdiger Raab"), |
| ::anno::display_name("Silk Plain Chiffon - Natural"), |
| ::anno::description(DESCRIPTION), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::thumbnail("./.thumbs/Silk_Plain_Chiffon.Silk_Plain_Chiffon_Natural.png"), |
| ::anno::key_words(string[]("fabric", "translucent", "silk", "woven", "chiffon", "architecture", "translucent", "fashion", "design", "natural", "white", "light", "warm")) |
| ]] = Silk_Plain_Chiffon( |
| fabric_color: color(0.830770f, 0.830770f, 0.830770f), |
| roughness: 0.01f, |
| fabric_reflection: 0.98f, |
| sheen_weight: 0.75f, |
| translucency_amount: 0.12f, |
| fabric_bump_strength: 1.0f, |
| secondary_bump_size: 0.19f, |
| wrinkles_bump_scale: 1.0f, |
| warp_intensity: 0.0f, |
| texture_translate: float2(0.0f), |
| texture_rotate: 0.0f, |
| texture_scale: float2(1.0f), |
| uv_space_index: 0, |
| roundcorners_enable: false, |
| roundcorners_radius_mm: 1.0f, |
| roundcorners_across_materials: false |
| ); |