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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 1.5;

import ::anno::*;
import ::base::*;
import ::df::*;
import ::math::*;
import ::state::*;
import ::tex::*;
import ::nvidia::core_definitions::blend_colors;
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";


::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 1
    float4 r_position = float4(coordinate.position.x,coordinate.position.y,coordinate.position.z,1)* transform;
    float4 r_tangent_u = float4(coordinate.tangent_u.x,coordinate.tangent_u.y,coordinate.tangent_u.z,1)* transform;
    float4 r_tangent_v = float4(coordinate.tangent_v.x,coordinate.tangent_v.y,coordinate.tangent_v.z,1)* transform;
    return ::base::texture_coordinate_info(
        float3(r_position.x,r_position.y,r_position.z),
        float3(r_tangent_u.x,r_tangent_u.y,r_tangent_u.z), // orthogonalization
        float3(r_tangent_v.x,r_tangent_v.y,r_tangent_v.z));// orthogonalization
	*/
	
	// 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));
}

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 remap_xy_to_0_1(float input, float x, float y)
{
	return (input - x)/(y - x);
}


float histogram_scan_small(float input, float width, float position)
{	
	return ::math::clamp(
				remap_xy_to_0_1(input,
					::math::lerp(0.0, 1.0 - width, position),
					::math::lerp(width, 1.0 , position)),
				0.0,
				1.0);
}


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]);
}

int lowbias32(int x)
{
    x ^= x >>> 16;
    x *= 0x7feb352d;
    x ^= x >>> 15;
    x *= 0x846ca68b;
    x ^= x >>> 16;
    return x;
}


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;
}    

float3 srgb2rgb(float3 val) 
{
	return ::math::pow(::math::max(val, float3(0.0f)), 2.2);
}

float3 rgb2srgb(float3 val) [[ ::anno::unused() ]] {
    return ::math::pow( ::math::max(val, float3(0.f)), float3(1./2.2) );
}


float3 nonrepeat_lookup(
	uniform texture_2d texture = texture_2d(),
	::base::texture_coordinate_info uvw = ::base::coordinate_source(),
	float texture_scale = 1.0,
	float3 average_color = float3(0.5),
	float patch_size = 8.0
)
{
	
	float2 uv_in = float2(uvw.position[0], uvw.position[1]) * texture_scale;
	float Z =  patch_size;     // patch scale inside example texture
	
	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_in; //pre-tilted hexa coordinates
	int2 I = int2(::math::floor(V)); // 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(texture, U/Z-rnd22(I))) - m)
		  + (W[1] = F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0,1)))) - m)
		  + (W[2] = F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1,0)))) - m);
	else
		O = (W[0] =      -F[2]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1))))   - m)
	      + (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1, 0)))) - m)
		  + (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0, 1)))) - m);
	O = m + O/::math::length(W);
	O = ::math::clamp( (O), 0.0, 1.0);
	
	return float3(O);
}

color endless_texture(
	uniform texture_2d texture = texture_2d(),
	::base::texture_coordinate_info uvw = ::base::coordinate_source(),
	float texture_scale = 10.0,
	float3 average_color = float3(0.5, 0.5, .5),
	float patch_size = 8.0,
	bool gamma_correct_lookup = true
)
{
	return gamma_correct_lookup ? color(srgb2rgb(
			nonrepeat_lookup (
				texture: texture,
				uvw: uvw,
				texture_scale: texture_scale,
				average_color: average_color,
				patch_size: patch_size
			))
		) : color(nonrepeat_lookup (
			texture: texture,
			uvw: uvw,
			texture_scale: texture_scale,
			average_color: average_color,
			patch_size: patch_size
		));
}

float3 endless_normal(
	uniform texture_2d texture = texture_2d(),
	float factor = 1.0,
	bool flip_tangent_u = false,
	bool flip_tangent_v = false,
	::base::texture_coordinate_info uvw = ::base::coordinate_source(),
	float texture_scale = 10.0,
	float3 average_color = float3(0.5, 0.5, 1.0),
	float patch_size = 8.0
	//bool srgb2rgb = false,
	//bool rgb2srgb = false
)
{
	float3 transformed_tangent_u = flip_tangent_u ? uvw.tangent_u : - uvw.tangent_u;
    float3 transformed_tangent_v = flip_tangent_v ? uvw.tangent_v : - uvw.tangent_v;
	
	if (flip_tangent_u)
		transformed_tangent_u=-transformed_tangent_u;
	if (flip_tangent_v)
		transformed_tangent_v=-transformed_tangent_v;

	// normalized Lookup
	float3 tangent_space_normal =
         (nonrepeat_lookup (
			texture: texture,
			uvw: uvw,
			texture_scale: texture_scale,
			average_color: average_color,
			patch_size: patch_size
		) - 0.5) * (2.0 * factor);
		
		 
	 return ::math::normalize(uvw.tangent_u * tangent_space_normal.x +
          uvw.tangent_v * tangent_space_normal.y +
          ::state::normal()*1.0); 
	//return ::state::normal();
}


float histogram_scan_big(float input, float width, float position)
{
	return ::math::clamp(
				remap_xy_to_0_1(input,
					::math::lerp(-width, 1.0, position),
					::math::lerp(0.0, 1.0 + width, position)),
				0.0,
				1.0);
}

export material Cobblestone_Medieval(
    uniform bool infinite_tiling = false [[
        ::anno::description("Enables infinite tiling feature which removes repeating texture patterns. Note that depending on the material this feature changes the appearance of the material slightly."),
        ::anno::display_name("Infinite Tiling"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float diffuse_brightness = 0.7f [[
        ::anno::description("Adjusts the diffuse brightness of the material."),
        ::anno::display_name("Brightness"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float diffuse_dirt = 0.05f [[
        ::anno::description("Adds some dirt and darkens the material."),
        ::anno::display_name("Diffuse Dirt"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_roughness = 0.26f [[
        ::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(3)
    ]],
    float reflection_weight = 1.0f [[
        ::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(4)
    ]],
    uniform float bump_strength = 1.0f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 3.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(5)
    ]],
    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(6)
    ]],
    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(7)
    ]],
    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(0.625f, 0.625f)),
        ::anno::ui_order(8)
    ]],
    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(9)
    ]],
    uniform float roundcorners_radius_mm = 10.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, 20.f),
        ::anno::ui_order(10)
    ]],
    uniform bool roundcorners_across_materials = true [[
        ::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(11)
    ]],
	uniform int uv_space_index = 0 [[
		::anno::description("Use selected UV space for the material."),
		::anno::display_name("UV Space Index"),
		::anno::in_group("Advanced"),
		::anno::ui_order(12)
	]])
[[
	::anno::description("A manual laid stone material with concrete inbetween."),
	::anno::display_name("Medieval Cobblestone"),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Cobblestone_Medieval.Cobblestone_Medieval.png"),
	::anno::key_words(string[]("cobblestone", "ground", "rock", "paving", "infinite tiling", "gray", "exterior", "architecture", "new", "rough")),
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Ruediger Raab"),
	::anno::contributor("Maik Rohland")
]]
 = 
    let {
        bool tmp0 = false;
        material_surface tmp1(::df::custom_curve_layer(0.0599999987f, 1.f, 5.f, histogram_scan_big(float3(infinite_tiling ? endless_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.764999986f, 0.552941024f, 0.482353002f), 3.50999999f, false) : ::base::file_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint)[1], 1.f, ::math::lerp(0.560000002f, 0.f, reflection_weight)), ::df::microfacet_ggx_smith_bsdf(histogram_range(float3(infinite_tiling ? endless_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.764999986f, 0.552941024f, 0.482353002f), 3.50999999f, false) : ::base::file_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint)[0], 1.f, ::math::lerp(0.349999994f, 0.659999967f, reflection_roughness)), histogram_range(float3(infinite_tiling ? endless_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.764999986f, 0.552941024f, 0.482353002f), 3.50999999f, false) : ::base::file_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint)[0], 1.f, ::math::lerp(0.349999994f, 0.659999967f, reflection_roughness)), color(1.f, 1.f, 1.f), ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(1.f, ::df::diffuse_reflection_bsdf(nvidia::core_definitions::blend_colors(nvidia::core_definitions::blend_colors(infinite_tiling ? endless_texture(texture_2d("./textures/cobblestone_medieval_diff.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.596077979f, 0.576470971f, 0.549019992f), 3.50999999f, true) : ::base::file_texture(texture_2d("./textures/cobblestone_medieval_diff.jpg", ::tex::gamma_srgb), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint, color(0.f, 0.f, 0.f), ::base::color_layer_multiply, diffuse_brightness * -0.300000012f + 0.300000012f).tint, color(histogram_scan_small(float3(infinite_tiling ? endless_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.764999986f, 0.552941024f, 0.482353002f), 3.50999999f, false) : ::base::file_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint)[1], 0.610000014f, 0.f)), ::base::color_layer_colorburn, diffuse_dirt * 0.5f).tint, 0.f), bsdf(), infinite_tiling ? endless_normal(texture_2d("./textures/cobblestone_medieval_norm.jpg", ::tex::gamma_linear), 1.f, false, true, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.521569014f, 0.517647028f, 0.976471007f), 3.50999999f) : ::base::tangent_space_normal_texture(texture_2d("./textures/cobblestone_medieval_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false, 1.f, 0.f)), infinite_tiling ? endless_normal(texture_2d("./textures/cobblestone_medieval_norm.jpg", ::tex::gamma_linear), 1.f, false, true, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.521569014f, 0.517647028f, 0.976471007f), 3.50999999f) : ::base::tangent_space_normal_texture(texture_2d("./textures/cobblestone_medieval_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false, 1.f, 0.f)), 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));
        material_geometry tmp5(float3(0.f), 1.f, roundcorners_enable ? ::state::rounded_corner_normal(roundcorners_radius_mm * 0.00100000005f, 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 Cobblestone_Medieval_Dark_Dirt(*)
[[
	::anno::description("A manual laid stone material with concrete inbetween."),
	::anno::display_name("Medieval Cobblestone - Dark Dirt"),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Cobblestone_Medieval.Cobblestone_Medieval_Dark_Dirt.png"),
	::anno::key_words(string[]("cobblestone", "ground", "rock", "paving", "infinite tiling", "gray", "exterior", "architecture", "dirty", "rough")),
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Ruediger Raab"),
	::anno::contributor("Maik Rohland")
]] = Cobblestone_Medieval(
	infinite_tiling:				true,
	diffuse_brightness:				0.65f,
	diffuse_dirt:					0.83f,
	reflection_roughness:			0.86f,
	reflection_weight:				1.0f,
	bump_strength:					1.0f,
	texture_translate:				float2(0.0f),
	texture_rotate:					0.0f,
	texture_scale:					float2(1.0f),
	roundcorners_enable:			false,
	roundcorners_radius_mm:			10.f,
	roundcorners_across_materials: false
);