| /****************************************************************************** |
| * 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::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"; |
| |
| |
| float remap_xy_to_0_1(float input, float x, float y) |
| { |
| return (input - x)/(y - x); |
| } |
| |
| 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_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); |
| } |
| |
| ::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 Concrete_Formed( |
| float diffuse_brightness = 0.82f [[ |
| ::anno::description("Adjusts the lightness of the material."), |
| ::anno::display_name("Diffuse Brightness"), |
| ::anno::in_group("Appearance"), |
| ::anno::hard_range(0.f, 1.f) |
| ]], |
| float roughness = 0.06f [[ |
| ::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) |
| ]], |
| 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) |
| ]], |
| 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") |
| ]], |
| 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(1.4f, 1.4f)) |
| ]], |
| uniform bool 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") |
| ]], |
| uniform float radius = 1.5f [[ |
| ::anno::description("Radius of the rounded corners."), |
| ::anno::display_name("Radius"), |
| ::anno::in_group("Round Corners"), |
| ::anno::soft_range(0.f, 10.f) |
| ]], |
| uniform bool 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") |
| ]], |
| uniform int uv_space_index = 0 [[ |
| ::anno::description("Uses selected UV space for material."), |
| ::anno::display_name("UV Space Index"), |
| ::anno::in_group("Advanced") |
| ]] |
| ) |
| [[ |
| ::anno::description("A formed concrete material with wooden texture imprint."), |
| ::anno::in_group("Concrete"), |
| ::anno::display_name("Formed Concrete Shiny"), |
| ::anno::key_words(string[]("concrete", "architecture", "hard", "solid", "artificial", "interior", "exterior", "construction", "wood", "pattern", "neutral", "gray")), |
| ::anno::thumbnail("./.thumbs/Concrete_Formed.Concrete_Formed.png"), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::author("NVIDIA vMaterials"), |
| ::anno::contributor("Ruediger Raab"), |
| ::anno::contributor("Maik Rohland") |
| ]] |
| = |
| let { |
| bool tmp0 = false; |
| material_surface tmp1(df::custom_curve_layer(0.0399999991f, 1.f, 5.f, math::pow(histogram_scan_small(float3(base::file_texture(texture_2d("./textures/conrete_formed_ORM.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], 0.660000026f, 0.649999976f), 2.20000005f), df::microfacet_ggx_smith_bsdf(histogram_range(float3(base::file_texture(texture_2d("./textures/conrete_formed_ORM.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], math::lerp(0.660000026f, 1.f, roughness), math::lerp(0.5f, 0.800000012f, roughness)) * histogram_range(float3(base::file_texture(texture_2d("./textures/conrete_formed_ORM.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], math::lerp(0.660000026f, 1.f, roughness), math::lerp(0.5f, 0.800000012f, roughness)), histogram_range(float3(base::file_texture(texture_2d("./textures/conrete_formed_ORM.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], math::lerp(0.660000026f, 1.f, roughness), math::lerp(0.5f, 0.800000012f, roughness)) * histogram_range(float3(base::file_texture(texture_2d("./textures/conrete_formed_ORM.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], math::lerp(0.660000026f, 1.f, roughness), math::lerp(0.5f, 0.800000012f, 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(base::file_texture(texture_2d("./textures/conrete_formed_diff.jpg", ::tex::gamma_srgb), color(0.f, 0.f, 0.f), color(math::lerp(0.641000032f, 1.f, diffuse_brightness)), 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.f), bsdf(), base::tangent_space_normal_texture(texture_2d("./textures/conrete_formed_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)), base::tangent_space_normal_texture(texture_2d("./textures/conrete_formed_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, round_corners ? state::rounded_corner_normal(radius * 0.00100000005f, 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 Concrete_Formed_Rough(*) |
| [[ |
| ::anno::description("A formed concrete material with wooden texture imprint."), |
| ::anno::in_group("Concrete"), |
| ::anno::display_name("Formed Concrete Rough"), |
| ::anno::key_words(string[]("concrete", "architecture", "hard", "solid", "artificial", "interior", "exterior", "construction", "wood", "pattern", "neutral", "gray")), |
| ::anno::thumbnail("./.thumbs/Concrete_Formed.Concrete_Formed_Rough.png"), |
| ::anno::copyright_notice(COPYRIGHT), |
| ::anno::author("NVIDIA vMaterials"), |
| ::anno::contributor("Ruediger Raab"), |
| ::anno::contributor("Maik Rohland") |
| ]] |
| = Concrete_Formed( |
| diffuse_brightness: 0.55f, |
| roughness: 0.8f, |
| bump_strength: 1.0f, |
| texture_translate: float2(0.0f), |
| texture_rotate: 0.0f, |
| texture_scale: float2(1.0f), |
| round_corners: false, |
| radius: 1.5f, |
| across_materials: false, |
| uv_space_index: 0 |
| |
| ); |
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