Datasets:

ArXiv:
License:
File size: 18,478 Bytes
ae81f33
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
/******************************************************************************
 *			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";
		
const string DESCRIPTION = "A plastic material for printed circuit boards (PCB)";

::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;

	
	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));
}

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 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));
}

struct volume_info
[[
	::anno::hidden()
]]
{
	color absorption_coefficient;
	color scattering_coefficient;
};

volume_info volume_transmittance_albedo(
	uniform float density_scale = 1.0,
	uniform color transmittance = color(0.5f), // transmittance color after unit distance
	uniform color albedo = color(1.0f)
)
[[
	::anno::noinline()
]]
{
	color sigma_t = -::math::log(::math::saturate(transmittance)) * density_scale;
	color sigma_s = sigma_t * ::math::saturate(albedo);
	return volume_info(
		scattering_coefficient: sigma_s,
		absorption_coefficient: sigma_t - sigma_s);
}


export material PCB_Prepreg(
	float diffuse_brightness = 1.f [[
		::anno::description("Adjusts the lightness of the material."),
		::anno::display_name("Brightness"),
		::anno::in_group("Appearance"),
		::anno::hard_range(0.f, 1.f),
		::anno::ui_order(0)
	]],
	float reflection_roughness = 0.75f [[
		::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
		::anno::display_name("Roughness"),
		::anno::in_group("Appearance", "Reflection"),
		::anno::hard_range(0.f, 1.f),
		::anno::ui_order(1)
	]],
	uniform float 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, 1.f),
		::anno::ui_order(2)
	]],
	uniform bool subsurface_scattering = false [[
		::anno::description("Enable light that penetrates the surface of a translucent object. While set to True it\'s a physically correct calculated SSS effect. If set to False it\'s a diffuse transmission that is cheaper to perform."),
		::anno::display_name("Subsurface Scattering"),
		::anno::in_group("Advanced"),
		::anno::ui_order(3)
	]],
	uniform float translucency_amount = 0.3f [[
		::anno::description("Describes how far light passes through the material."),
		::anno::display_name("Transluceny Amount"),
		::anno::in_group("Advanced"),
		::anno::hard_range(0.f, 1.f),
		::anno::ui_order(4)
	]],
	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(5)
	]],
	float texture_rotate = 0.f [[
		::anno::description("Rotates angle of the texture in degrees."),
		::anno::display_name("Texture Rotate"),
		::anno::in_group("Transform"),
		::anno::ui_order(6)
	]],
	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(.1f, .1f)),
		::anno::ui_order(7)
	]],
	uniform bool enable_round_corners = 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("Round Corners"),
		::anno::in_group("Round Corners"),
		::anno::ui_order(8)
	]],
	uniform float radius = 1.5f [[
		::anno::description("Radius of the rounded corners in millimeters (mm)."),
		::anno::display_name("Radius mm"),
		::anno::in_group("Round Corners"),
		::anno::ui_order(9)
	]],
	uniform bool 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(10)
	]],
	uniform bool no_uv = false [[
		::anno::description("Set this to true if your model has no UV layout."),
		::anno::display_name("No UV"),
		::anno::in_group("Advanced", "Projection"),
		::anno::ui_order(11)
	]],
	uniform ::base::texture_coordinate_system coordinate_system = ::base::texture_coordinate_object [[
		::anno::description("The projection can be done based on world or object space. Do not use uvw space. Since it is disabled while No UV is set to true."),
		::anno::display_name("Coordinate System"),
		::anno::in_group("Advanced", "Projection"),
		::anno::ui_order(12)
	]],
	uniform ::base::projection_mode projection_type = ::base::projection_planar [[
		::anno::description("Projection method to be used to generate the coordinates."),
		::anno::display_name("Projection Type"),
		::anno::in_group("Advanced", "Projection"),
		::anno::ui_order(13)
	]],
	uniform float scale = 1.f [[
		::anno::description("Scales the texture while No UV is true."),
		::anno::display_name("Scale Projection"),
		::anno::in_group("Advanced", "Projection"),
		::anno::ui_order(14)
	]],
	uniform int uv_space_index = 0 [[
		::anno::description("Use selected UV space for material."),
		::anno::display_name("UV Space Index"),
		::anno::in_group("Advanced"),
		::anno::ui_order(15)
	]])
[[
		::anno::description(DESCRIPTION),
		::anno::display_name("PCB Prepreg"),
		::anno::copyright_notice(COPYRIGHT),
		::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "yellow", "bright", "technical", "electronic", "plate", "construction")),
		::anno::thumbnail("./.thumbs/PCB_Prepreg.PCB_Prepreg.png"),
		::anno::author("Nvidia vMaterials"),
		::anno::contributor("Maik Rohland"),
		::anno::contributor("Ruediger Raab")
]]
 = 
	let {
		bool tmp0 = false;
		material_surface tmp1(::df::custom_curve_layer(0.0399999991f, 1.f, 5.f, 1.f, ::df::microfacet_ggx_smith_bsdf(histogram_range(float3(::base::file_texture(texture_2d("./textures/pcb_prepreg_rough.jpg", ::tex::gamma_srgb), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, no_uv ? ::base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.100000001f, ::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], 0.5f, ::math::lerp(0.f, 0.899999976f, reflection_roughness)) * histogram_range(float3(::base::file_texture(texture_2d("./textures/pcb_prepreg_rough.jpg", ::tex::gamma_srgb), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, no_uv ? ::base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.100000001f, ::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], 0.5f, ::math::lerp(0.f, 0.899999976f, reflection_roughness)), histogram_range(float3(::base::file_texture(texture_2d("./textures/pcb_prepreg_rough.jpg", ::tex::gamma_srgb), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, no_uv ? ::base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.100000001f, ::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], 0.5f, ::math::lerp(0.f, 0.899999976f, reflection_roughness)) * histogram_range(float3(::base::file_texture(texture_2d("./textures/pcb_prepreg_rough.jpg", ::tex::gamma_srgb), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, no_uv ? ::base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.100000001f, ::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], 0.5f, ::math::lerp(0.f, 0.899999976f, reflection_roughness)), color(1.f, 1.f, 1.f), ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(translucency_amount * 0.5f, ::df::diffuse_transmission_bsdf(color(0.74841398f, 0.74841398f, 0.74841398f)), ::df::weighted_layer(1.f, ::df::diffuse_reflection_bsdf(nvidia::core_definitions::blend_colors(::base::file_texture(texture_2d("./textures/pcb_prepreg_diff.jpg", ::tex::gamma_srgb), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, no_uv ? ::base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.100000001f, ::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, ::math::lerp(0.699999988f, 0.25f, diffuse_brightness)).tint, 0.484000027f), bsdf(), ::base::tangent_space_normal_texture(texture_2d("./textures/pcb_prepreg_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, no_uv ? ::base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.100000001f, ::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)), ::state::normal()), ::base::tangent_space_normal_texture(texture_2d("./textures/pcb_prepreg_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, no_uv ? ::base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.100000001f, ::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 = subsurface_scattering ? material_volume(vdf(), volume_transmittance_albedo(translucency_amount, color(0.132868007f, 0.132868007f, 0.132868007f), color(1.f, 1.f, 1.f)).absorption_coefficient, volume_transmittance_albedo(translucency_amount, color(0.132868007f, 0.132868007f, 0.132868007f), color(1.f, 1.f, 1.f)).scattering_coefficient) : 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, enable_round_corners ? ::state::rounded_corner_normal(radius * 0.00100000005f, across_materials, 1.f) : ::state::normal());
	} in
		material(
			thin_walled: tmp0,
			surface: tmp1,
			backface: tmp2,
			ior: tmp3,
			volume: tmp4,
			geometry: tmp5);
			

export material PCB_Prepreg_Rough(*)

[[
	::anno::display_name("PCB Prepreg - Rough"),
	::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "yellow", "bright", "technical", "electronic", "plate", "construction", "rough")),
	::anno::thumbnail("./.thumbs/PCB_Prepreg.PCB_Prepreg_Rough.png"),
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Maik Rohland"),
	::anno::contributor("Ruediger Raab")
]]
= PCB_Prepreg
(
	diffuse_brightness: .6f,
	reflection_roughness: .8f,
	bump_strength: 1.f,
	subsurface_scattering: false,
	translucency_amount: .35f,
	texture_translate: float2(0.0f),
	texture_rotate: 0.0f,
	texture_scale: float2(1.0f),
	enable_round_corners: false,
	radius: 1.5f,
	across_materials: false,
	no_uv: false,
	projection_type: ::base::projection_planar,
	scale: 1.f,
	coordinate_system: ::base::texture_coordinate_object,
	uv_space_index: 0
);

export material PCB_Prepreg_Shiny(*)

[[
	::anno::display_name("PCB Prepreg - Shiny"),
	::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "yellow", "bright", "technical", "electronic", "plate", "construction", "shiny")),
	::anno::thumbnail("./.thumbs/PCB_Prepreg.PCB_Prepreg_Shiny.png"),
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Maik Rohland"),
	::anno::contributor("Ruediger Raab")
]]
= PCB_Prepreg
(
	diffuse_brightness: .7f,
	reflection_roughness: .25f,
	bump_strength: .5f,
	subsurface_scattering: false,
	translucency_amount: .35f,
	texture_translate: float2(0.0f),
	texture_rotate: 0.0f,
	texture_scale: float2(1.0f),
	enable_round_corners: false,
	radius: 1.5f,
	across_materials: false,
	no_uv: false,
	projection_type: ::base::projection_planar,
	scale: 1.f,
	coordinate_system: ::base::texture_coordinate_object,
	uv_space_index: 0
);