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b/code/third_party/vMaterials_2/Ground/.thumbs/Paving_Stones.Wet_Spots_Paving_Stones.png new file mode 100644 index 0000000000000000000000000000000000000000..0179f15b986c10f4e12e840d070c715cf6dd55c9 --- /dev/null +++ b/code/third_party/vMaterials_2/Ground/.thumbs/Paving_Stones.Wet_Spots_Paving_Stones.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:01bdd4a6d281ae242c955acd44f57ad047940458f18511886484cb30a9863259 +size 103242 diff --git a/code/third_party/vMaterials_2/Liquids/Water_Blue_Ocean_Perlinwaves.mdl b/code/third_party/vMaterials_2/Liquids/Water_Blue_Ocean_Perlinwaves.mdl new file mode 100644 index 0000000000000000000000000000000000000000..5350df5c86dff473a46020ff54c2a826749d8d83 --- /dev/null +++ b/code/third_party/vMaterials_2/Liquids/Water_Blue_Ocean_Perlinwaves.mdl @@ -0,0 +1,366 @@ +/****************************************************************************** + * 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 1.6; + +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 water material to simulate dirty/murky water full of particles. The color of the" +" water is determined by both the 'Water Tint' as well as the scattering tint. To" +" adjust the material properly, first set 'Water Scattering Amount' to a low value" +" and raise it gradually as you are increasing the water absorption. Both parameters" +" are influencing each other with regards to the resulting appearance of the water."; + + +float3 hsv2rgb(float3 c) +{ + float4 K = float4(1.0, 2.0/3.0, 1.0/3.0, 3.0); + float3 p = ::math::abs(::math::frac(float3(c.x) + float3(K.x, K.y, K.z)) * 6.0 - float3(K.w)); + return c.z * ::math::lerp(float3(K.x), ::math::clamp(p - float3(K.x), 0.0, 1.0), c.y); +} + + +float remap_invert_exponential_range(float input, float steepness = 10.0f) +{ + return 1.0 / ((input*steepness)+ 0.000001)*(input-1.0)*(input-1.0); +} + + +// Takes the standard input that every material has. It combines a couple of +// functions in one convenience function. +::base::texture_coordinate_info vmat_transform( + uniform float2 translation = float2(0.0, 0.0), + uniform float rotation = 0.0, // rotation in degrees + uniform 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 ::base::transform_coordinate(scale*rotate, ::base::coordinate_source(system, uv_space)); +} + + +export material Water_Blue_Ocean_Perlinwaves( + float water_tint = 0.191f [[ + ::anno::description("At 0.0 the water is a more greenish, at 1.0 a more blueish color."), + ::anno::display_name("Water Tint"), + ::anno::hard_range(0.f, 1.f), + ::anno::in_group("Appearance"), + ::anno::ui_order(0) + ]], + float water_absorbtion = 0.637f [[ + ::anno::description("Higher values will cause light to get absorbed in the water, causing a darker appearance as light travels through long distances."), + ::anno::display_name("Water Absorption"), + ::anno::hard_range(0.f, 1.f), + ::anno::in_group("Appearance"), + ::anno::ui_order(1) + ]], + float water_scattering_amount = 0.158f [[ + ::anno::display_name("Water Scattering"), + ::anno::soft_range(0.f, 1.f), + ::anno::in_group("Appearance"), + ::anno::ui_order(2) + ]], + uniform float waves_strength = 1.f [[ + ::anno::description("Adjusts the intensity of the waves."), + ::anno::display_name("Waves Strength"), + ::anno::soft_range(0.f, 1.f), + ::anno::in_group("Appearance", "Procedural Waves"), + ::anno::ui_order(4) + ]], + uniform float waves_phase = 0.0f [[ + ::anno::description("Changes the phase of the waves (Controls in fact the 4th dimension of the procedural wave function)."), + ::anno::display_name("Waves Phase"), + ::anno::soft_range(0.f, 1.f), + ::anno::in_group("Appearance", "Procedural Waves"), + ::anno::ui_order(5) + ]], + uniform float level_progressive_v_motion = 0.f [[ + ::anno::description("Offsets the waves to create motion. Best to be combined with animation of the \'Waves Phase\' Parameter."), + ::anno::display_name("Waves Time (Motion)"), + ::anno::soft_range(0.f, 1.f), + ::anno::in_group("Appearance", "Procedural Waves"), + ::anno::ui_order(6) + ]], + uniform float waves_roughness = 0.847f [[ + ::anno::description("A higher value will introduce more fine waves."), + ::anno::display_name("Waves Roughness"), + ::anno::hard_range(0.f, 1.f), + ::anno::in_group("Appearance", "Procedural Waves"), + ::anno::ui_order(7) + ]], + uniform float waves_stretch = 0.734f [[ + ::anno::description("Amount which will cause finer waves to get stretched."), + ::anno::display_name("Waves Stretch"), + ::anno::hard_range(0.f, 1.f), + ::anno::in_group("Appearance", "Procedural Waves"), + ::anno::ui_order(8) + ]], + uniform float2 texture_translate = float2(0.f) [[ + ::anno::description("Controls the position of the texture."), + ::anno::display_name("Translate"), + ::anno::in_group("Transform"), + ::anno::ui_order(9) + ]], + uniform float texture_rotate = 0.f [[ + ::anno::description("Rotates angle of the texture in degrees."), + ::anno::display_name("Rotate"), + ::anno::soft_range(0.f, 360.f), + ::anno::in_group("Transform"), + ::anno::ui_order(10) + ]], + uniform float2 texture_scale = float2(1.f, 2.f) [[ + ::anno::description("Larger numbers increase the size."), + ::anno::display_name("Scale"), + ::nvidia::core_definitions::dimension(float2(2.0f, 2.0f)), + ::anno::in_group("Transform"), + ::anno::ui_order(11) + ]], + 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(12) + ]], + uniform float ior = 1.333f [[ + ::anno::description("Index of Refraction."), + ::anno::display_name("Water IOR"), + ::anno::hard_range(0.f, 3.f), + ::anno::in_group("Appearance"), + ::anno::ui_order(4) + ]]) + +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Ocean - Caribbean Sea"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Blue_Ocean_Perlinwaves.Water_Blue_Ocean_Perlinwaves.png"), + ::anno::key_words(string[]("water", "liquid", "transparent", "sea", "ocean", "lake", "ocean", "SSS", "subsurfacescattering", "volumetric")) +]] + = + let { + bool tmp0 = false; + material_surface tmp1( + ::df::specular_bsdf(color(1.f, 1.f, 1.f), ::df::scatter_reflect_transmit, ""), + 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(ior); + + material_volume tmp4( + vdf(), + ::math::log(color(::math::pow(hsv2rgb(float3(::math::lerp(0.469999999f, 0.529999971f, water_tint), 0.5f, 0.850000024f)), 2.20000005f))) / -remap_invert_exponential_range(water_absorbtion, 0.339000016f), + ::math::lerp(0.f, 5.f, water_scattering_amount) * color(0.306201994f, 0.448018998f, 0.655930996f)); + material_geometry tmp5( + float3(0.f), + 1.f, + ::base::flow_noise_bump_texture(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index * 0), waves_strength, 0.100000001f, waves_phase, 4, false, ::math::lerp(0.f, 0.747000039f, waves_roughness), 1.75400007f, ::math::lerp(1.f, 0.421000034f, waves_stretch), level_progressive_v_motion, ::state::normal())); + } in + material( + thin_walled: tmp0, + surface: tmp1, + backface: tmp2, + ior: tmp3, + volume: tmp4, + geometry: tmp5); + + +// 2 +export material Water_Ocean_Light_Blue(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Ocean - Light Blue"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Blue_Ocean_Perlinwaves.Water_Ocean_Light_Blue.png"), + ::anno::key_words(string[]("water", "liquid", "transparent", "sea", "ocean", "lake", "ocean", "SSS", "subsurfacescattering", "volumetric", "blue")) +]] = Water_Blue_Ocean_Perlinwaves( + water_tint: 0.054f, + water_absorbtion: 0.323f, + water_scattering_amount: 0.08f, + ior: 1.333f, + waves_strength: 1.0f, + waves_phase: 0.0f, + level_progressive_v_motion: 0.0f, + waves_roughness: 0.85f, + waves_stretch: 0.75f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + +// 3 +export material Water_Ocean_Blue_Reef(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Ocean - Blue Reef"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Blue_Ocean_Perlinwaves.Water_Ocean_Blue_Reef.png"), + ::anno::key_words(string[]("water", "liquid", "transparent", "sea", "ocean", "lake", "ocean", "SSS", "subsurfacescattering", "volumetric", "blue")) +]] = Water_Blue_Ocean_Perlinwaves( + water_tint: 0.45f, + water_absorbtion: 0.743f, + water_scattering_amount: 0.245f, + ior: 1.333f, + waves_strength: 1.0f, + waves_phase: 0.0f, + level_progressive_v_motion: 0.0f, + waves_roughness: 0.85f, + waves_stretch: 0.75f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + +// 4 +export material Water_Ocean_Green_Reef(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Ocean - Green Reef"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Blue_Ocean_Perlinwaves.Water_Ocean_Green_Reef.png"), + ::anno::key_words(string[]("water", "liquid", "transparent", "sea", "ocean", "lake", "ocean", "SSS", "subsurfacescattering", "volumetric", "blue")) +]] = Water_Blue_Ocean_Perlinwaves( + water_tint: 0.0f, + water_absorbtion: 0.743f, + water_scattering_amount: 0.245f, + ior: 1.333f, + waves_strength: 1.0f, + waves_phase: 0.0f, + level_progressive_v_motion: 0.0f, + waves_roughness: 0.85f, + waves_stretch: 0.75f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + +// 5 +export material Water_Pool_Clear_Blue(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Pool - Clear Blue"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Blue_Ocean_Perlinwaves.Water_Pool_Clear_Blue.png"), + ::anno::key_words(string[]("water", "liquid", "transparent", "clear", "pool", "blue")) +]] = Water_Blue_Ocean_Perlinwaves( + water_tint: 0.976f, + water_absorbtion: 0.493f, + water_scattering_amount: 0.0f, + ior: 1.333f, + waves_strength: 1.0f, + waves_phase: 0.0f, + level_progressive_v_motion: 0.0f, + waves_roughness: 0.4f, + waves_stretch: 0.75f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + + +// 6 +export material Water_Pool_Clear_Green(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Ocean - Clear Green"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Blue_Ocean_Perlinwaves.Water_Pool_Clear_Green.png"), + ::anno::key_words(string[]("water", "liquid", "transparent", "clear", "pool", "green")) +]] = Water_Blue_Ocean_Perlinwaves( + water_tint: 0.01f, + water_absorbtion: 0.54f, + water_scattering_amount: 0.0f, + ior: 1.333f, + waves_strength: 1.0f, + waves_phase: 0.0f, + level_progressive_v_motion: 0.0f, + waves_roughness: 0.4f, + waves_stretch: 0.75f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); \ No newline at end of file diff --git a/code/third_party/vMaterials_2/Liquids/Water_Murky_Perlinwaves.mdl b/code/third_party/vMaterials_2/Liquids/Water_Murky_Perlinwaves.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7fdb671b538aac8d997d3101cc335cad1297bacc --- /dev/null +++ b/code/third_party/vMaterials_2/Liquids/Water_Murky_Perlinwaves.mdl @@ -0,0 +1,486 @@ +/****************************************************************************** + * 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 1.6; + +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 water material to simulate dirty/murky water full of particles. The color of the" +" water is determined by both the 'Water Tint' as well as the scattering tint. To" +" adjust the material properly, first set 'Water Scattering Amount' to a low value" +" and raise it gradually as you are increasing the water absorption. Both parameters" +" are influencing each other with regards to the resulting appearance of the water."; + + +float3 hsv2rgb(float3 c) +{ + float4 K = float4(1.0, 2.0/3.0, 1.0/3.0, 3.0); + float3 p = ::math::abs(::math::frac(float3(c.x) + float3(K.x, K.y, K.z)) * 6.0 - float3(K.w)); + return c.z * ::math::lerp(float3(K.x), ::math::clamp(p - float3(K.x), 0.0, 1.0), c.y); +} + + +float remap_invert_exponential_range(float input, float steepness = 10.0f) +{ + return 1.0 / ((input*steepness)+ 0.000001)*(input-1.0)*(input-1.0); +} + + +// Takes the standard input that every material has. It combines a couple of +// functions in one convenience function. +::base::texture_coordinate_info vmat_transform( + uniform float2 translation = float2(0.0, 0.0), + uniform float rotation = 0.0, // rotation in degrees + uniform 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 ::base::transform_coordinate(scale*rotate, ::base::coordinate_source(system, uv_space)); +} + + + +export material Water_Murky_Perlinwaves( + float water_tint = 0.90f [[ + ::anno::description("At 0.0 the water is a more greenish, at 1.0 a more blueish color."), + ::anno::display_name("Water Tint (Brown-Yellow-Green)"), + ::anno::hard_range(0.f, 1.f), + ::anno::in_group("Appearance"), + ::anno::ui_order(0) + ]], + float water_absorbtion = 0.764f [[ + ::anno::description("Higher values will cause light to get absorbed in the water, causing a darker appearance as light travels through long distances."), + ::anno::display_name("Water Absorption"), + ::anno::hard_range(0.f, 1.f), + ::anno::in_group("Appearance"), + ::anno::ui_order(1) + ]], + float scattering_tint = 0.89f [[ + ::anno::display_name("Scattering Tint (brown-yellow-green-blue)"), + ::anno::hard_range(0.f, 1.f), + ::anno::in_group("Appearance"), + ::anno::ui_order(2) + ]], + float water_scattering_amount = 0.113f [[ + ::anno::display_name("Water Scattering Amount"), + ::anno::soft_range(0.f, 1.f), + ::anno::in_group("Appearance"), + ::anno::ui_order(3) + ]], + uniform float waves_strength = 1.f [[ + ::anno::description("Adjusts the intensity of the waves."), + ::anno::display_name("Waves Strength"), + ::anno::soft_range(0.f, 1.f), + ::anno::in_group("Appearance", "Procedural Waves"), + ::anno::ui_order(5) + ]], + uniform float waves_phase = 0.0f [[ + ::anno::description("Changes the phase of the waves (Controls in fact the 4th dimension of the procedural wave function). Value may exceed 0-1 range."), + ::anno::display_name("Waves Phase"), + ::anno::soft_range(0.f, 1.f), + ::anno::in_group("Appearance", "Procedural Waves"), + ::anno::ui_order(6) + ]], + uniform float level_progressive_v_motion = 0.0f [[ + ::anno::description("Offsets the waves to create motion. Best to be combined with animation of the \'Waves Phase\' Parameter. Value may exceed 0-1 range."), + ::anno::display_name("Waves Time (Motion)"), + ::anno::in_group("Appearance", "Procedural Waves"), + ::anno::ui_order(7) + ]], + uniform float waves_roughness = 0.7f [[ + ::anno::description("A higher value will introduce more fine waves."), + ::anno::display_name("Waves Roughness"), + ::anno::hard_range(0.f, 1.f), + ::anno::in_group("Appearance", "Procedural Waves"), + ::anno::ui_order(8) + ]], + uniform float waves_stretch = 0.734f [[ + ::anno::description("Amount which will cause finer waves to get stretched."), + ::anno::display_name("Waves Stretch"), + ::anno::hard_range(0.f, 1.f), + ::anno::in_group("Appearance", "Procedural Waves"), + ::anno::ui_order(9) + ]], + uniform float2 texture_translate = float2(0.f) [[ + ::anno::description("Controls the position of the texture."), + ::anno::display_name("Translate"), + ::anno::in_group("Transform"), + ::anno::ui_order(10) + ]], + uniform float texture_rotate = 0.f [[ + ::anno::description("Rotates angle of the texture in degrees."), + ::anno::display_name("Rotate"), + ::anno::soft_range(0.f, 360.f), + ::anno::in_group("Transform"), + ::anno::ui_order(11) + ]], + uniform float2 texture_scale = float2(1.f) [[ + ::anno::description("Larger numbers increase the size."), + ::anno::display_name("Scale"), + ::nvidia::core_definitions::dimension(float2(2.0f, 2.0f)), + ::anno::in_group("Transform"), + ::anno::ui_order(12) + ]], + 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(13) + ]], + uniform float ior = 1.333f [[ + ::anno::description("Index of Refraction."), + ::anno::display_name("Water IOR"), + ::anno::hard_range(0.f, 3.f), + ::anno::in_group("Appearance"), + ::anno::ui_order(4) + ]]) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Murky - Green Lake Low Scattering"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Murky_Perlinwaves.Water_Murky_Perlinwaves.png"), + ::anno::key_words(string[]("water", "liquid", "sea", "lake", "pond", "dirty", "SSS", "subsurfacescattering", "volumetric", "mud", "murky", "green")) +]] + = + let { + bool tmp0 = false; + material_surface tmp1( + ::df::specular_bsdf(color(1.f, 1.f, 1.f), ::df::scatter_reflect_transmit, ""), + 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(ior); + material_volume tmp4( + vdf(), + ::math::log(color(::math::pow(hsv2rgb(float3(::math::lerp(0.0599999987f, 0.182999998f, water_tint), 0.294f, 0.88500005f)), 2.20000005f))) / -remap_invert_exponential_range(water_absorbtion, 0.339000016f), + color(hsv2rgb(float3(::math::lerp(0.0960000008f, 0.600000024f, scattering_tint), 0.400000006f, 0.807000041f)) * ::math::lerp(0.f, 5.f, water_scattering_amount))); + material_geometry tmp5( + float3(0.f), + 1.f, + ::base::flow_noise_bump_texture(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), waves_strength, 0.100000001f, waves_phase, 4, false, ::math::lerp(0.f, 0.747000039f, waves_roughness), 1.75400007f, ::math::lerp(1.f, 0.421000034f, waves_stretch), level_progressive_v_motion, ::state::normal())); + } in + material( + thin_walled: tmp0, + surface: tmp1, + backface: tmp2, + ior: tmp3, + volume: tmp4, + geometry: tmp5); + + +// 2 +export material Water_Murky_Perlin_Green_Lake_Min(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Murky - Green Lake Minimal Scattering"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Murky_Perlinwaves.Water_Murky_Perlin_Green_Lake_Min.png"), + ::anno::key_words(string[]("water", "liquid", "sea", "lake", "pond", "dirty", "SSS", "subsurfacescattering", "volumetric", "translucent", "mud", "murky", "green")) +]] = Water_Murky_Perlinwaves +( + water_tint: 0.90f, + water_absorbtion: 0.62f, + scattering_tint: 1.00f, + water_scattering_amount: 0.063f, + ior: 1.333f, + waves_strength: 1.00f, + waves_phase: 0.60f, + level_progressive_v_motion: 0.00f, + waves_roughness: 0.84f, + waves_stretch: 0.73f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + + +// 4 +export material Water_Murky_Perlin_Green_Lake_Med(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Murky - Green Lake Medium Scattering"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Murky_Perlinwaves.Water_Murky_Perlin_Green_Lake_Med.png"), + ::anno::key_words(string[]("water", "liquid", "sea", "lake", "pond", "dirty", "SSS", "subsurfacescattering", "volumetric", "translucent", "mud", "murky", "green")) +]] = Water_Murky_Perlinwaves +( + water_tint: 0.90f, + water_absorbtion: 0.832f, + scattering_tint: 0.89f, + water_scattering_amount: 0.239f, + ior: 1.333f, + waves_strength: 1.00f, + waves_phase: 0.60f, + level_progressive_v_motion: 0.00f, + waves_roughness: 0.84f, + waves_stretch: 0.73f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + +// 5 +export material Water_Murky_Perlinwaves_Green_Lake_Heavy_Scattering(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Murky - Green Lake Heavy Scattering"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Murky_Perlinwaves.Water_Murky_Perlinwaves_Green_Lake_Heavy_Scattering.png"), + ::anno::key_words(string[]("water", "liquid", "sea", "lake", "pond", "dirty", "SSS", "subsurfacescattering", "volumetric", "translucent", "mud", "murky", "green")) +]] = Water_Murky_Perlinwaves +( + water_tint: 0.90f, + water_absorbtion: 0.882f, + scattering_tint: 0.89f, + water_scattering_amount: 0.692, + ior: 1.333f, + waves_strength: 1.00f, + waves_phase: 0.60f, + level_progressive_v_motion: 0.00f, + waves_roughness: 0.84f, + waves_stretch: 0.73f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + +// 6 +export material Water_Murky_Perlinwaves_Clear_Broth(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Murky - Clear Broth"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Murky_Perlinwaves.Water_Murky_Perlinwaves_Clear_Broth.png"), + ::anno::key_words(string[]("water", "liquid", "sea", "lake", "pond", "dirty", "SSS", "subsurfacescattering", "volumetric", "translucent", "mud", "murky", "brown")) +]] = Water_Murky_Perlinwaves +( + water_tint: 0.126, + water_absorbtion: 0.61f, + scattering_tint: 0.77f, + water_scattering_amount: 0.066f, + ior: 1.333f, + waves_strength: 1.00f, + waves_phase: 0.60f, + level_progressive_v_motion: 0.00f, + waves_roughness: 0.84f, + waves_stretch: 0.73f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + +// 7 +export material Water_Murky_Perlinwaves_Dirty_Broth(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Murky - Dirty Broth"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Murky_Perlinwaves.Water_Murky_Perlinwaves_Dirty_Broth.png"), + ::anno::key_words(string[]("water", "liquid", "sea", "lake", "pond", "dirty", "SSS", "subsurfacescattering", "volumetric", "translucent", "mud", "murky", "brown")) +]] = Water_Murky_Perlinwaves +( + water_tint: 0.126f, + water_absorbtion: 0.871f, + scattering_tint: 0.151f, + water_scattering_amount: 1.0f, + ior: 1.333f, + waves_strength: 1.00f, + waves_phase: 0.60f, + level_progressive_v_motion: 0.00f, + waves_roughness: 0.84f, + waves_stretch: 0.73f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + +// 8 +export material Water_Murky_Perlinwaves_Dirty_Broth_Dense(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Murky - Dirty Broth Dense"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Murky_Perlinwaves.Water_Murky_Perlinwaves_Dirty_Broth_Dense.png"), + ::anno::key_words(string[]("water", "liquid", "sea", "lake", "pond", "dirty", "SSS", "subsurfacescattering", "volumetric", "translucent", "mud", "murky", "brown")) +]] = Water_Murky_Perlinwaves +( + water_tint: 0.442f, + water_absorbtion: 0.904f, + scattering_tint: 0.064f, + water_scattering_amount: 0.846f, + ior: 1.333f, + waves_strength: 1.00f, + waves_phase: 0.60f, + level_progressive_v_motion: 0.00f, + waves_roughness: 0.84f, + waves_stretch: 0.73f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + +// 9 +export material Water_Murky_Perlinwaves_Rusty_Lake(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Murky - Rusty"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Murky_Perlinwaves.Water_Murky_Perlinwaves_Rusty_Lake.png"), + ::anno::key_words(string[]("water", "liquid", "sea", "lake", "pond", "dirty", "SSS", "subsurfacescattering", "volumetric", "translucent", "mud", "murky", "red")) +]] = Water_Murky_Perlinwaves +( + water_tint: 0.0f, + water_absorbtion: 0.854f, + scattering_tint: 0.052f, + water_scattering_amount: 0.266f, + ior: 1.333f, + waves_strength: 1.00f, + waves_phase: 0.60f, + level_progressive_v_motion: 0.00f, + waves_roughness: 0.84f, + waves_stretch: 0.73f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + +// 10 +export material Water_Murky_Perlinwaves_Green_Pond(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Murky - Green Pond"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Murky_Perlinwaves.Water_Murky_Perlinwaves_Green_Pond.png"), + ::anno::key_words(string[]("water", "liquid", "lake", "pond", "dirty", "SSS", "subsurfacescattering", "volumetric", "translucent", "mud", "murky", "green")) +]] = Water_Murky_Perlinwaves +( + water_tint: 0.476f, + water_absorbtion: 0.698f, + scattering_tint: 0.573f, + water_scattering_amount: 0.115f, + ior: 1.333f, + waves_strength: 1.00f, + waves_phase: 0.60f, + level_progressive_v_motion: 0.00f, + waves_roughness: 0.84f, + waves_stretch: 0.73f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f), + uv_space_index: 0 +); + +// 11 +export material Water_Murky_Perlinwaves_Green_Swamp(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Water Murky - Green Swamp"), + ::anno::description(DESCRIPTION), + ::anno::copyright_notice(COPYRIGHT), + ::anno::thumbnail("./.thumbs/Water_Murky_Perlinwaves.Water_Murky_Perlinwaves_Green_Swamp.png"), + ::anno::key_words(string[]("water", "liquid", "swamp", "lake", "pond", "dirty", "SSS", "subsurfacescattering", "volumetric", "translucent", "mud", "murky", "green")) +]] = Water_Murky_Perlinwaves +( + water_tint: 0.555f, + water_absorbtion: 0.739f, + scattering_tint: 0.712f, + water_scattering_amount: 0.113f, + ior: 1.333f, + waves_strength: 0.10f, + waves_phase: 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https://git-lfs.github.com/spec/v1 +oid sha256:e4fc80d48472546f819e60cda053a98a5e2ca0761a4420fe0a28e62eb22d1648 +size 93350 diff --git a/code/third_party/vMaterials_2/Metal/Mesh/Metal_Mesh_Weave_01.mdl b/code/third_party/vMaterials_2/Metal/Mesh/Metal_Mesh_Weave_01.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0c52854a83f2949d5518de4d71dda9e146cc8f7f --- /dev/null +++ b/code/third_party/vMaterials_2/Metal/Mesh/Metal_Mesh_Weave_01.mdl @@ -0,0 +1,532 @@ +/****************************************************************************** + * 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 1.4; + +import ::df::*; +import ::base::*; +import ::math::*; +import ::state::*; +import ::anno::*; +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"; + + +uniform float4x4 rotation_translation_scale( + uniform float3 rotation = float3(0.) + [[ ::anno::description("Rotation applied to every UVW coordinate.") ]], + uniform float3 translation = float3(0.) + [[ ::anno::description("Offset applied to every UVW coordinate.") ]], + uniform float3 scaling = float3(1.) + [[ ::anno::description("Scale applied to every UVW coordinate.") ]] +) +[[ + ::anno::description("Construct transformation matrix from Euler rotation, translation and scale."), + ::anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0. , 0. , 0., + 0. , scaling.y , 0. , 0., + 0. , 0. , scaling.z , 0., + translation.x, translation.y, translation.z, 1.); + + float3 s = ::math::sin(rotation); + float3 c = ::math::cos(rotation); + float4x4 rotate = + float4x4( c.y*c.z , -c.x*s.z + s.x*s.y*c.z , s.x*s.z + c.x*s.y*c.z , 0.0, + c.y*s.z , c.x*c.z + s.x*s.y*s.z , -s.x*c.z + c.x*s.y*s.z , 0.0, + -s.y , s.x*c.y , c.x*c.y , 0.0, + 0. , 0 , 0 , 1.); + + return scale*rotate; +} + +::base::texture_return blend_colors( + color color_1 = color(1.0, 0.0, 0.0), + color color_2 = color(0.0, 1.0, 0.0), + float blend = 0.5 +) +[[ + ::anno::hidden() +]] +{ + return ::base::blend_color_layers( + layers: ::base::color_layer[]( + ::base::color_layer( + layer_color: color_2, + weight: blend, + mode: ::base::color_layer_blend + )), + base: color_1 + ); +} + +::base::texture_return multiply_colors( + color color_1 = color(1.0, 0.0, 0.0), + color color_2 = color(0.0, 1.0, 0.0), + float blend = 0.5 +) +[[ + ::anno::hidden() +]] +{ + return ::base::blend_color_layers( + layers: ::base::color_layer[]( + ::base::color_layer( + layer_color: color_2, + weight: blend, + mode: ::base::color_layer_multiply + )), + base: color_1 + ); +} + +// 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) +{ + return ::state::texture_tangent_u(0) * n.x + + ::state::texture_tangent_v(0) * n.y + + ::state::normal() * n.z ; +} + + +// Returns a normal by adding a detail normal to a global normal. +float3 add_detail_normal(float3 nd = ::state::normal(), float3 n = ::state::normal()) +[[ + ::anno::hidden() +]] +{ + // 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)); +} + + +export material Metal_Mesh_Weave_01 ( + color weave_color = color(0.93f,0.93f,0.93f) + [[ + ::anno::display_name("Metal Weave Color"), + ::anno::description("Specifies the base color of the material."), + ::anno::in_group("Appearance") + ]], + color rod_color = color(0.93f,0.93f,0.63f) + [[ + ::anno::display_name("Metal Bar Color"), + ::anno::description("Specifies the base color of the material."), + ::anno::in_group("Appearance") + ]], + float roughness_amount = float(0.6f) + [[ + ::anno::display_name("Brushing Roughness Variation"), + ::anno::hard_range(0.0f, 1.0f), + ::anno::description("The Roughness of the material."), + ::anno::in_group("Appearance") + ]], + float rod_roughness = float(0.0f) + [[ + ::anno::display_name("Metal Bar Roughness"), + ::anno::hard_range(0.0f, 1.0f), + ::anno::description("The Roughness of the material."), + ::anno::in_group("Appearance") + ]], + float AO_weight = 0.7f + [[ + ::anno::display_name("AO Weight"), + ::anno::description("The influence of the precalculated ambient occlusion."), + ::anno::hard_range(0.0f, 1.0f), + ::anno::in_group("Appearance") + ]], + // float metallic = float(1.0) + // [[ + // ::anno::display_name("Metallic"), + // ::anno::soft_range(float(0.0f), float(1.0f)), + // ::anno::description("The metallic amount of the material.") + // ]], + uniform float bump_amount_1 = 1.0f + [[ + ::anno::display_name("Weaving Bump Amount"), + ::anno::description("Specifies the intensity of the normal texture."), + ::anno::in_group("Appearance") + ]], + uniform float bump_amount_2 = 0.5f + [[ + ::anno::display_name("Brushing Bump Amount"), + ::anno::description("Specifies the intensity of the normal texture."), + ::anno::in_group("Appearance") + ]], + + + // Adjustments Group + uniform float2 texture_translate = float2(0.0f) + [[ + ::anno::display_name("Translate"), + ::anno::description("Controls the position of the texture."), + ::anno::in_group("Adjustments") + ]], + uniform float texture_rotate = 0.f + [[ + ::anno::display_name("Rotate"), + ::anno::description("Rotates angle of the texture in degrees."), + ::anno::in_group("Adjustments") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + ::anno::display_name("Scale"), + ::anno::description("Larger numbers increase the size."), + ::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)), + ::anno::in_group("Adjustments") + ]] +) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metalweave 01"), + ::anno::description("A woven brushed metal material."), + ::anno::copyright_notice(COPYRIGHT), + ::anno::key_words(string[]("design", "metal", "mesh", "brushed", "weave", "woven", "decorative", "fancy", "bumped", "new", "multicolor")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_01.Metal_Mesh_Weave_01.png"), + ::anno::hidden() +]] = let { + float specular = 0.5; + float metallic = 1.0; + float rod_roughness_mapped = rod_roughness * 0.5; + // Textures + texture_2d weave_colormask_tex = texture_2d("./textures/metalweave_01_colormask.png", ::tex::gamma_srgb); + texture_2d weave_roughness_tex = texture_2d("./textures/metalweave_01_rough2.jpg", ::tex::gamma_linear); + texture_2d weave_normal_tex = texture_2d("./textures/metalweave_01_norm.jpg", ::tex::gamma_linear); + texture_2d brushing_normal_tex = texture_2d("./textures/metalweave_01_brushing_norm.jpg", ::tex::gamma_linear); + texture_2d AO_tex = texture_2d("./textures/metalweave_01_AO.jpg", ::tex::gamma_srgb); + + ::base::texture_coordinate_info uvw = ::base::coordinate_source( + coordinate_system: ::base::texture_coordinate_uvw, + texture_space: 0 + ); + + + ::base::texture_coordinate_info transformed_uvw = ::base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(12.f/(texture_scale.x), 12.f/(texture_scale.y), 1.0), + rotation: float3(0.0, 0.0, texture_rotate/180.*::math::PI ), + translation: float3(texture_translate.x, texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + + ::base::texture_coordinate_info transformed_uvw_roughness = ::base::transform_coordinate( + transform: float4x4(0.5 , 0.0 , 0.0, 0.0, + 0.0 , 0.5 , 0.0, 0.0, + 0.0 , 0.0 , 1.0, 0.0, + 0.0 , 0.0 , 0.0, 1.0), + coordinate: transformed_uvw + ); + + + float weave_colormask_lookup = ::base::file_texture( + texture: weave_colormask_tex, + color_offset: color(0.0, 0.0, 0.0), + color_scale: color(1.0, 1.0, 1.0), + mono_source: ::base::mono_average, + uvw: transformed_uvw, + clip: false + ).mono; + + color AO_lookup = ::base::file_texture( + texture: AO_tex, + color_offset: color(0.0, 0.0, 0.0), + color_scale: color(1.0, 1.0, 1.0), + mono_source: ::base::mono_average, + uvw: transformed_uvw, + clip: false + ).tint; + + float weave_roughness = ::base::file_texture( + texture: weave_roughness_tex, + color_offset: color(0.05, 0.05, 0.05), + color_scale: color(roughness_amount), + mono_source: ::base::mono_average, + uvw: transformed_uvw_roughness, + clip: false + ).mono; + + float roughness = ::math::lerp(weave_roughness, rod_roughness_mapped, weave_colormask_lookup); + + color base_color = multiply_colors(blend_colors(weave_color, rod_color, weave_colormask_lookup).tint, + AO_lookup, + AO_weight + ).tint; + + // Metallic Roughness Model + bsdf diffuse_bsdf = ::df::diffuse_reflection_bsdf( + roughness: 0.0f, //assign the user controllable + tint: base_color //values to the bsdf + ); + + bsdf ggx_smith_bsdf = ::df::microfacet_ggx_smith_bsdf( + roughness_u: roughness*roughness, + roughness_v: roughness*roughness, + tint: color(1.0, 1.0, 1.0), + mode: ::df::scatter_reflect + ); + + bsdf custom_curve_layer_bsdf = ::df::custom_curve_layer( + normal_reflectivity: 0.08f * specular, + grazing_reflectivity: 1.0f, + exponent: 3.0f, + weight: 1.0f, + layer: ggx_smith_bsdf, + base: diffuse_bsdf + ); + + bsdf directional_factor_bsdf = ::df::directional_factor( + normal_tint: base_color, + grazing_tint: base_color, + exponent: 3.0f, + base: ggx_smith_bsdf + ); + + bsdf final_bsdf = ::df::weighted_layer( + base: custom_curve_layer_bsdf, + weight: metallic, + layer: directional_factor_bsdf + ); + + // Normal lookup + float3 the_normal = ::base::tangent_space_normal_texture( + texture: weave_normal_tex, + factor: bump_amount_1, + uvw: transformed_uvw, + flip_tangent_u: false, + flip_tangent_v: false + ); + + // Brushing lookup + float3 brushing_normal = ::math::lerp(::base::tangent_space_normal_texture( + texture: brushing_normal_tex, + factor: bump_amount_2, + uvw: transformed_uvw, + flip_tangent_u: false, + flip_tangent_v: false), + ::state::normal(), + weave_colormask_lookup); + + + float3 final_normal = add_detail_normal(the_normal, brushing_normal); + +} in material ( + surface: material_surface( + scattering: final_bsdf + ), + geometry: material_geometry( + normal: final_normal + ) +); + + + +// 1 Steel Brass +export material Woven_Metal_01_Steel_Brass(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 01 - Steel Brass"), + ::anno::description("Brushed woven metal bands forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "brushed", "weave", "woven", "decorative", "fancy", "bumped", "new", "multicolor")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_01.Woven_Metal_01_Steel_Brass.png"), + ::anno::copyright_notice(COPYRIGHT) +]] + = Metal_Mesh_Weave_01( + weave_color: color(0.566810f, 0.566810f, 0.566810f), + rod_color: color(0.645555f, 0.344026f, 0.084642f), + roughness_amount: 1.0f, + rod_roughness: 0.0f, + AO_weight: 0.7f, + bump_amount_1: 1.0f, + bump_amount_2: 0.5f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f) +); + + +// 2 Pure Steel +export material Woven_Metal_01_Pure_Steel(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 01 - Pure Steel"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "steel", "brushed", "weave", "woven", "decorative", "fancy", "bumped", "new")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_01.Woven_Metal_01_Pure_Steel.png"), + ::anno::copyright_notice(COPYRIGHT) +]] + = Metal_Mesh_Weave_01( + weave_color: color(0.566810f, 0.566810f, 0.566810f), + rod_color: color(0.566810f, 0.566810f, 0.566810f), + roughness_amount: 1.0f, + rod_roughness: 0.0f, + AO_weight: 0.7f, + bump_amount_1: 1.0f, + bump_amount_2: 0.5f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f) +); + + +// 3 Golden Steel +export material Woven_Metal_01_Golden_Steel(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 01 - Golden Steel"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "steel", "gold", "golden", "brushed", "weave", "woven", "decorative", "fancy", "bumped", "new", "multicolor")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_01.Woven_Metal_01_Golden_Steel.png"), + ::anno::copyright_notice(COPYRIGHT) +]] + = Metal_Mesh_Weave_01( + weave_color: color(0.585973f, 0.420508f, 0.116576f), + rod_color: color(0.592438f), + roughness_amount: 1.0f, + rod_roughness: 0.0f, + AO_weight: 0.7f, + bump_amount_1: 1.0f, + bump_amount_2: 0.5f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f) +); + + +// 4 Warm Golden Steel +export material Woven_Metal_01_Warmgolden_Steel(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 01 - Warm Golden Steel"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "gold", "steel", "brushed", "weave", "woven", "decorative", "fancy", "bumped", "new", "multicolor")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_01.Woven_Metal_01_Warmgolden_Steel.png"), + ::anno::copyright_notice(COPYRIGHT) +]] + = Metal_Mesh_Weave_01( + weave_color: color(0.737205f, 0.436813f, 0.127530f), + rod_color: color(0.592438f), + roughness_amount: 1.0f, + rod_roughness: 0.0f, + AO_weight: 0.7f, + bump_amount_1: 1.0f, + bump_amount_2: 0.5f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f) +); + + +// 5 Copper Steel +export material Woven_Metal_01_Copper_Steel(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 01 - Copper Steel"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "copper", "steel", "brushed", "weave", "woven", "decorative", "fancy", "bumped", "new", "multicolor")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_01.Woven_Metal_01_Copper_Steel.png"), + ::anno::copyright_notice(COPYRIGHT) +]] + = Metal_Mesh_Weave_01( + weave_color: color(0.812241f, 0.302125f, 0.136099f), + rod_color: color(0.592438f), + roughness_amount: 1.0f, + rod_roughness: 0.0f, + AO_weight: 0.7f, + bump_amount_1: 1.0f, + bump_amount_2: 0.5f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f) +); + + +// 6 Faint Copper +export material Woven_Metal_01_Faint_Copper(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 01 - Faint Copper"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "copper", "steel", "brushed", "weave", "woven", "decorative", "fancy", "bumped", "new", "multicolor")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_01.Woven_Metal_01_Faint_Copper.png"), + ::anno::copyright_notice(COPYRIGHT) +]] + = Metal_Mesh_Weave_01( + weave_color: color(0.781751f, 0.547994f, 0.388910f), + rod_color: color(0.592438f), + roughness_amount: 1.0f, + rod_roughness: 0.85f, + AO_weight: 0.7f, + bump_amount_1: 1.0f, + bump_amount_2: 0.5f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(1.0f) +); diff --git a/code/third_party/vMaterials_2/Metal/Mesh/Metal_Mesh_Weave_02.mdl b/code/third_party/vMaterials_2/Metal/Mesh/Metal_Mesh_Weave_02.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1f7292f4dd596382401c1f87b830cfc692cc1a31 --- /dev/null +++ b/code/third_party/vMaterials_2/Metal/Mesh/Metal_Mesh_Weave_02.mdl @@ -0,0 +1,606 @@ +/****************************************************************************** + * 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 1.6; + +import ::df::*; +import ::base::*; +import ::math::*; +import ::state::*; +import ::anno::*; +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"; + + +uniform float4x4 rotation_translation_scale( + uniform float3 rotation = float3(0.) + [[ ::anno::description("Rotation applied to every UVW coordinate.") ]], + uniform float3 translation = float3(0.) + [[ ::anno::description("Offset applied to every UVW coordinate.") ]], + uniform float3 scaling = float3(1.) + [[ ::anno::description("Scale applied to every UVW coordinate.") ]] +) +[[ + ::anno::description("Construct transformation matrix from Euler rotation, translation and scale."), + ::anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0. , 0. , 0., + 0. , scaling.y , 0. , 0., + 0. , 0. , scaling.z , 0., + translation.x, translation.y, translation.z, 1.); + + float3 s = ::math::sin(rotation); + float3 c = ::math::cos(rotation); + float4x4 rotate = + float4x4( c.y*c.z , -c.x*s.z + s.x*s.y*c.z , s.x*s.z + c.x*s.y*c.z , 0.0, + c.y*s.z , c.x*c.z + s.x*s.y*s.z , -s.x*c.z + c.x*s.y*s.z , 0.0, + -s.y , s.x*c.y , c.x*c.y , 0.0, + 0. , 0 , 0 , 1.); + + return scale*rotate; +} + +::base::texture_return blend_colors( + color color_1 = color(1.0, 0.0, 0.0), + color color_2 = color(0.0, 1.0, 0.0), + float blend = 0.5 +) +[[ + ::anno::hidden() +]] +{ + return ::base::blend_color_layers( + layers: ::base::color_layer[]( + ::base::color_layer( + layer_color: color_2, + weight: blend, + mode: ::base::color_layer_blend + )), + base: color_1 + ); +} + +::base::texture_return multiply_colors( + color color_1 = color(1.0, 0.0, 0.0), + color color_2 = color(0.0, 1.0, 0.0), + float blend = 0.5 +) +[[ + ::anno::hidden() +]] +{ + return ::base::blend_color_layers( + layers: ::base::color_layer[]( + ::base::color_layer( + layer_color: color_2, + weight: blend, + mode: ::base::color_layer_multiply + )), + base: color_1 + ); +} + +// Returns the normal n in tangent space, given n is in internal space. +float3 transform_internal_to_tangent(float3 n) +[[ + ::anno::hidden(), + ::anno::unused() + +]] +{ + 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(), + ::anno::unused() +]] +{ + return ::state::texture_tangent_u(0) * n.x + + ::state::texture_tangent_v(0) * n.y + + ::state::normal() * n.z ; +} + + +// Returns a normal by adding a detail normal to a global normal. +float3 add_detail_normal(float3 nd = ::state::normal(), float3 n = ::state::normal()) +[[ + ::anno::hidden(), + ::anno::unused() +]] +{ + // 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)); +} + +enum metal_color_enum{steel = 0, brass = 1, copper = 2}; + + +export material Metal_Mesh_Weave_02 ( + color weave_color = color(0.373615, 0.186989, 0.052842) + [[ + ::anno::display_name("Metal Weave Color"), + ::anno::description("Specifies the base color of the material."), + ::anno::in_group("Appearance") + ]], + float weave_color_variation = 0.0 + [[ + ::anno::display_name("Weave Color Variation"), + ::anno::hard_range(float(0.0f), float(1.0f)), + ::anno::description("Adds some brightness variation to the metal color."), + ::anno::in_group("Appearance") + ]], + float weave_roughness = float(0.6) + [[ + ::anno::display_name("Metal Weave Roughness"), + ::anno::soft_range(float(0.0f), float(1.0f)), + ::anno::description("The Roughness of the material."), + ::anno::in_group("Appearance") + ]], + color rod_color = color(.37) + [[ + ::anno::display_name("Metal Bar Color"), + ::anno::description("Specifies the base color of the material."), + ::anno::in_group("Appearance") + ]], + float rod_roughness = float(0.0) + [[ + ::anno::display_name("Metal Bar Roughness"), + ::anno::hard_range(float(0.0f), float(1.0f)), + ::anno::description("The Roughness of the material."), + ::anno::in_group("Appearance") + ]], + float AO_weight = 0.7 + [[ + ::anno::display_name("Metal Darkening"), + ::anno::hard_range(float(0.0f), float(1.0f)), + ::anno::description("Darkens the appearance of the weave by weighing in precalculated ambient occlusion."), + ::anno::in_group("Other") + ]], + + uniform float bump_amount_1 = 1.0 + [[ + ::anno::display_name("Weaving Bump Amount"), + ::anno::description("Specifies the intensity of the normal texture."), + ::anno::in_group("Appearance") + ]], + + // Adjustments Group + uniform float2 texture_translate = float2(0.0f) + [[ + ::anno::display_name("Translate"), + ::anno::description("Controls the position of the texture."), + ::anno::in_group("Adjustments") + ]], + uniform float texture_rotate = 0.0f + [[ + ::anno::display_name("Rotate"), + ::anno::description("Rotates angle of the texture in degrees."), + ::anno::in_group("Adjustments") + ]], + uniform float2 texture_scale = float2(2.0f) + [[ + ::anno::display_name("Scale"), + ::anno::description("Larger numbers increase the size."), + ::nvidia::core_definitions::dimension(float2(1.0f, 2.0f)), + ::anno::in_group("Adjustments") + ]] +) +[[ + ::anno::author("NVIDIA ARC"), + ::anno::display_name("Metalweave 02"), + ::anno::description("A woven brushed metal material."), + ::anno::copyright_notice(COPYRIGHT), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "brushed", "bumped", "new", "multimaterial")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_02.Metal_Mesh_Weave_02.png"), + ::anno::hidden() +]] = let { + + float specular = 0.5; + float metallic = 1.0; + float rod_roughness_mapped = rod_roughness * 0.5; + float diffuse_metal_amount = 0.1; // This accounts for the fact, that all the rough metals also behave a bit like + // diffuse surfaces. This is a lazy method but proves to give enough visual + // credibility + // Textures + texture_2d weave_colormask_tex = texture_2d("./textures/metalweave_02_color_mask.png", ::tex::gamma_srgb); + texture_2d weave_metalcolormask_tex = texture_2d("./textures/metalweave_02_metalcolor_mask.png", ::tex::gamma_srgb); + texture_2d weave_roughness_tex = texture_2d("./textures/metalweave_02_rough.jpg", ::tex::gamma_linear); + texture_2d weave_normal_tex = texture_2d("./textures/metalweave_02_norm.jpg", ::tex::gamma_linear); + texture_2d AO_tex = texture_2d("./textures/metalweave_02_AO.jpg", ::tex::gamma_srgb); + + ::base::texture_coordinate_info uvw = ::base::coordinate_source( + coordinate_system: ::base::texture_coordinate_uvw, + texture_space: 0 + ); + + + ::base::texture_coordinate_info transformed_uvw = ::base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(4.f/texture_scale.x, 4.f/texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, texture_rotate/180.*::math::PI ), + translation: float3(texture_translate.x, texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + + ::base::texture_coordinate_info AO_and_norm_uvw = ::base::transform_coordinate( + transform: float4x4(2 , 0.0 , 0.0, 0.0, + 0.0 , 2 , 0.0, 0.0, + 0.0 , 0.0 , 1.0, 0.0, + 0.0 , 0.0 , 0.0, 1.0), + coordinate: transformed_uvw + ); + + ::base::texture_coordinate_info color_mask_uvw = ::base::transform_coordinate( + transform: float4x4(2 , 0.0 , 0.0, 0.0, + 0.0 , 10 , 0.0, 0.0, + 0.0 , 0.0 , 1.0, 0.0, + 0.0 , 0.0 , 0.0, 1.0), + coordinate: transformed_uvw + ); + + + float weave_colormask_lookup = ::base::file_texture( + texture: weave_colormask_tex, + color_offset: color(0.0, 0.0, 0.0), + color_scale: color(1.0, 1.0, 1.0), + mono_source: ::base::mono_average, + uvw: color_mask_uvw, + clip: false + ).mono; + + + float weave_metalcolormask_lookup = ::base::file_texture( + texture: weave_metalcolormask_tex, + color_offset: color(0.0, 0.0, 0.0), + color_scale: color(1.0, 1.0, 1.0), + mono_source: ::base::mono_average, + uvw: transformed_uvw, + clip: false + ).mono; + + color AO_lookup = ::base::file_texture( + texture: AO_tex, + color_offset: color(0.0, 0.0, 0.0), + color_scale: color(1.0, 1.0, 1.0), + mono_source: ::base::mono_average, + uvw: AO_and_norm_uvw, + clip: false + ).tint; + + float weave_roughness_lookup = ::base::file_texture( + texture: weave_roughness_tex, + color_offset: color(0.025, 0.025, 0.025), + color_scale: color(weave_roughness), + mono_source: ::base::mono_average, + uvw: transformed_uvw, + clip: false + ).mono; + + float roughness = ::math::lerp(weave_roughness_lookup, rod_roughness_mapped, weave_colormask_lookup); + + color metal_color = blend_colors(weave_color, weave_color * (1.0-(weave_color_variation*0.7)), weave_metalcolormask_lookup).tint; + + color base_color = multiply_colors(blend_colors(metal_color, rod_color, weave_colormask_lookup).tint, + AO_lookup, + AO_weight + ).tint; + + // Metallic Roughness Model + bsdf diffuse_bsdf = ::df::diffuse_reflection_bsdf( + roughness: 0.0f, //assign the user controllable + tint: base_color //values to the bsdf + ); + + bsdf ggx_smith_bsdf = ::df::microfacet_ggx_smith_bsdf( + roughness_u: roughness*roughness, + roughness_v: roughness*roughness, + tint: color(1.0, 1.0, 1.0), + mode: ::df::scatter_reflect + ); + + bsdf custom_curve_layer_bsdf = ::df::custom_curve_layer( + normal_reflectivity: 0.08 * specular, + grazing_reflectivity: 1.0, + exponent: 3.0, + weight: 1.0, + layer: ggx_smith_bsdf, + base: diffuse_bsdf + ); + + bsdf directional_factor_bsdf = ::df::directional_factor( + normal_tint: base_color, + grazing_tint: base_color, + exponent: 3.0f, + base: ggx_smith_bsdf + ); + + bsdf pre_final_bsdf = ::df::weighted_layer( + base: custom_curve_layer_bsdf, + weight: metallic, + layer: directional_factor_bsdf + ); + + bsdf final_bsdf = ::df::weighted_layer( + weight: diffuse_metal_amount, + layer: diffuse_bsdf, + base: pre_final_bsdf + ); + + // Normal lookup + float3 the_normal = ::base::tangent_space_normal_texture( + texture: weave_normal_tex, + factor: bump_amount_1, + uvw: AO_and_norm_uvw, + flip_tangent_u: false, + flip_tangent_v: false + ); + + +} in material ( + surface: material_surface( + scattering: final_bsdf + ), + geometry: material_geometry( + normal: the_normal + ) +); + + + + + +// 1 Copper Steel +export material Woven_Metal_02_Copper_Steel(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 02 - Copper Steel"), + ::anno::description("Strong metal shapes woven around metal rods forming a solid sheet of metal."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "brushed", "bumped", "new", "multimaterial", "copper", "steel", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_02.Woven_Metal_02_Copper_Steel.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_02( + weave_color: color(0.812241, 0.302125, 0.136099), + weave_color_variation: 0.5f, + weave_roughness: 0.75f, + rod_color: color(0.368591), + rod_roughness: 0.0f, + AO_weight: .7f, + bump_amount_1: 1.0f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(2.0f) +); + +// 2 Copper Pure +export material Woven_Metal_02_Copper_Pure(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 02 - Copper Pure"), + ::anno::description("Strong metal shapes woven around metal rods forming a solid sheet of metal."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "brushed", "bumped", "new", "multimaterial", "copper", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_02.Woven_Metal_02_Copper_Pure.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_02( + weave_color: color(0.812241, 0.302125, 0.136099), + weave_color_variation: 0.5f, + weave_roughness: 0.33f, + rod_color: color(0.358654, 0.133209, 0.060032), + rod_roughness: 0.0f, + AO_weight: .7f, + bump_amount_1: 1.0f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(2.0f) +); + + +// 3 Brass Steel +export material Woven_Metal_02_Brass_Steel(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 02 - Brass Steel"), + ::anno::description("Strong metal shapes woven around metal rods forming a solid sheet of metal."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "brushed", "bumped", "new", "multimaterial", "brass", "steel", "yellow", "gold", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_02.Woven_Metal_02_Brass_Steel.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_02( + weave_color: color(0.652370, 0.464741, 0.163641), + weave_color_variation: 0.5f, + weave_roughness: 0.33f, + rod_color: color(0.368591), + rod_roughness: 0.0f, + AO_weight: .7f, + bump_amount_1: 1.0f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(2.0f) +); + + +// 4 Brass Pure +export material Woven_Metal_02_Brass_Pure(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 02 - Brass Pure"), + ::anno::description("Strong metal shapes woven around metal rods forming a solid sheet of metal."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "brushed", "bumped", "new", "multimaterial", "brass", "yellow", "gold", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_02.Woven_Metal_02_Brass_Pure.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_02( + weave_color: color(0.652370, 0.464741, 0.163641), + weave_color_variation: 0.5f, + weave_roughness: 0.33f, + rod_color: color(0.358654, 0.254916, 0.089194), + rod_roughness: 0.5f, + AO_weight: .7f, + bump_amount_1: 1.0f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(2.0f) +); + +// 5 Steel Brass +export material Woven_Metal_02_Steel_Brass(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 02 - Steel Brass"), + ::anno::description("Strong metal shapes woven around metal rods forming a solid sheet of metal."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "brushed", "bumped", "new", "multimaterial", "steel", "brass", "gray")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_02.Woven_Metal_02_Steel_Brass.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_02( + weave_color: color(0.383775), + weave_color_variation: 0.5f, + weave_roughness: 0.33f, + rod_color: color(0.358654, 0.254916, 0.089194), + rod_roughness: 0.2f, + AO_weight: .7f, + bump_amount_1: 1.0f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(2.0f) +); + + +// 6 Steel Brass +export material Woven_Metal_02_Steel_Pure(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 02 - Steel Pure"), + ::anno::description("Strong metal shapes woven around metal rods forming a solid sheet of metal."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "brushed", "bumped", "new", "multimaterial", "steel", "gray")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_02.Woven_Metal_02_Steel_Pure.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_02( + weave_color: color(0.383775), + weave_color_variation: 0.5f, + weave_roughness: 0.33f, + rod_color: color(0.250840), + rod_roughness: 0.2f, + AO_weight: .7f, + bump_amount_1: 1.0f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(2.0f) +); + + +// 7 Gold Glossy +export material Woven_Metal_02_Gold_Glossy(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 02 - Gold Glossy"), + ::anno::description("Strong metal shapes woven around metal rods forming a solid sheet of metal."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "brushed", "bumped", "new", "multimaterial", "steel", "gold", "glossy", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_02.Woven_Metal_02_Gold_Glossy.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_02( + weave_color: color(0.796917, 0.493616, 0.103634), + weave_color_variation: 0.4f, + weave_roughness: 0.2f, + rod_color: color(0.368591), + rod_roughness: 0.2f, + AO_weight: .7f, + bump_amount_1: 1.0f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(2.0f) +); + + +// 8 Gold Matte +export material Woven_Metal_02_Gold_Matte(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 02 - Gold Matte"), + ::anno::description("Strong metal shapes woven around metal rods forming a solid sheet of metal."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "brushed", "bumped", "new", "multimaterial", "steel", "gold", "matte", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_02.Woven_Metal_02_Gold_Matte.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_02( + weave_color: color(0.796917, 0.493616, 0.103634), + weave_color_variation: 0.8f, + weave_roughness: 0.9f, + rod_color: color(0.368591), + rod_roughness: 0.5f, + AO_weight: .7f, + bump_amount_1: 1.0f, + texture_translate: float2(0.0f), + texture_rotate: 0.0f, + texture_scale: float2(2.0f) +); + + + + diff --git a/code/third_party/vMaterials_2/Metal/Mesh/Metal_Mesh_Weave_03.mdl b/code/third_party/vMaterials_2/Metal/Mesh/Metal_Mesh_Weave_03.mdl new file mode 100644 index 0000000000000000000000000000000000000000..443a95c5d4eee1dcc17a11a9ecdfc1e5cbc4f270 --- /dev/null +++ b/code/third_party/vMaterials_2/Metal/Mesh/Metal_Mesh_Weave_03.mdl @@ -0,0 +1,699 @@ +/****************************************************************************** + * 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 1.4; + +import ::df::*; +import ::base::*; +import ::math::*; +import ::state::*; +import ::anno::*; +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"; + + +uniform float4x4 rotation_translation_scale( + uniform float3 rotation = float3(0.) + [[ ::anno::description("Rotation applied to every UVW coordinate.") ]], + uniform float3 translation = float3(0.) + [[ ::anno::description("Offset applied to every UVW coordinate.") ]], + uniform float3 scaling = float3(1.) + [[ ::anno::description("Scale applied to every UVW coordinate.") ]] +) +[[ + ::anno::description("Construct transformation matrix from Euler rotation, translation and scale."), + ::anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0. , 0. , 0., + 0. , scaling.y , 0. , 0., + 0. , 0. , scaling.z , 0., + translation.x, translation.y, translation.z, 1.); + + float3 s = ::math::sin(rotation); + float3 c = ::math::cos(rotation); + float4x4 rotate = + float4x4( c.y*c.z , -c.x*s.z + s.x*s.y*c.z , s.x*s.z + c.x*s.y*c.z , 0.0, + c.y*s.z , c.x*c.z + s.x*s.y*s.z , -s.x*c.z + c.x*s.y*s.z , 0.0, + -s.y , s.x*c.y , c.x*c.y , 0.0, + 0. , 0 , 0 , 1.); + + return scale*rotate; +} + +::base::texture_return blend_colors( + color color_1 = color(1.0, 0.0, 0.0), + color color_2 = color(0.0, 1.0, 0.0), + float blend = 0.5 +) +[[ + ::anno::hidden() +]] +{ + return ::base::blend_color_layers( + layers: ::base::color_layer[]( + ::base::color_layer( + layer_color: color_2, + weight: blend, + mode: ::base::color_layer_blend + )), + base: color_1 + ); +} + +::base::texture_return multiply_colors( + color color_1 = color(1.0, 0.0, 0.0), + color color_2 = color(0.0, 1.0, 0.0), + float blend = 0.5 +) +[[ + ::anno::hidden() +]] +{ + return ::base::blend_color_layers( + layers: ::base::color_layer[]( + ::base::color_layer( + layer_color: color_2, + weight: blend, + mode: ::base::color_layer_multiply + )), + base: color_1 + ); +} + +// 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) +{ + return ::state::texture_tangent_u(0) * n.x + + ::state::texture_tangent_v(0) * n.y + + ::state::normal() * n.z ; +} + + +// Returns a normal by adding a detail normal to a global normal. +float3 add_detail_normal(float3 nd = ::state::normal(), float3 n = ::state::normal()) +[[ + ::anno::hidden() +]] +{ + // 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)); +} + + +export material Metal_Mesh_Weave_03 ( + color weave_color = color(0.505432, 0.505432, 0.505432) + [[ + ::anno::display_name("Metal Weave Color"), + ::anno::description("Specifies the base color of the material."), + ::anno::in_group("Appearance") + ]], + float metalweave_roughness = 0.5 + [[ + ::anno::display_name("Weave Roughness"), + ::anno::soft_range(float(0.0f), float(1.0f)), + ::anno::description("The overall roughness of the metal weave."), + ::anno::in_group("Appearance") + ]], + float metalweave_roughness_variation = float(0.5) + [[ + ::anno::display_name("Weave Roughness Variation"), + ::anno::hard_range(float(0.0f), float(1.0f)), + ::anno::description("Adds additional variation to the roughness of the metal material."), + ::anno::in_group("Appearance") + ]], + float surface_impurities = 0.0 + [[ + ::anno::display_name("Weave Dirt"), + ::anno::hard_range(float(0.0f), float(1.0f)), + ::anno::description("The metallic amount of the material."), + ::anno::in_group("Appearance") + ]], + color rod_color = color(0.363604, 0.363604, 0.363604) + [[ + ::anno::display_name("Rod Color"), + ::anno::description("Specifies the base color of the material."), + ::anno::in_group("Appearance") + ]], + float rod_roughness = float(0.0) + [[ + ::anno::display_name("Rod Roughness"), + ::anno::hard_range(float(0.0f), float(1.0f)), + ::anno::description("The roughness of the metal rod."), + ::anno::in_group("Appearance") + ]], + float AO_weight = 0.95 + [[ + ::anno::display_name("Metal Darkening"), + ::anno::hard_range(float(0.0f), float(1.0f)), + ::anno::description("Darkens the appearance of the weave by weighing in precalculated ambient occlusion."), + ::anno::in_group("Other") + ]], + uniform float bump_amount_2 = 0.7 + [[ + ::anno::display_name("Surface Bumps"), + ::anno::soft_range(float(0.0f), float(1.0f)), + ::anno::description("The amount of small surface impurities."), + ::anno::in_group("Normal") + ]], + uniform float bump_amount_3 = 0.7 + [[ + ::anno::display_name("Vertical Scratches Amount"), + ::anno::soft_range(float(0.0f), float(1.0f)), + ::anno::description("The amount vertical surface scratches on the metal."), + ::anno::in_group("Normal") + ]], + uniform float bump_amount_1 = 2.4 + [[ + ::anno::display_name("Weaving Bump Amount"), + ::anno::soft_range(float(0.0f), float(1.0f)), + ::anno::description("The strength of the normal for the weave."), + ::anno::in_group("Normal") + ]], + + // Adjustments Group + uniform float2 texture_translate = float2(0.0f) + [[ + ::anno::display_name("Translate"), + ::anno::description("Controls the position of the texture."), + ::anno::in_group("Adjustments") + ]], + uniform float texture_rotate = 0.f + [[ + ::anno::display_name("Rotate"), + ::anno::description("Rotates angle of the texture in degrees."), + ::anno::in_group("Adjustments") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + ::anno::display_name("Scale"), + ::anno::description("Larger numbers increase the size."), + ::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)), + ::anno::in_group("Adjustments") + ]] +) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metalweave 03"), + ::anno::description("A woven brushed metal material."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "bumped", "new", "multimaterial")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_03.Metal_Mesh_Weave_03.png"), + ::anno::copyright_notice(COPYRIGHT), + ::anno::hidden() +]] = let { + + // Value remapping - keeps material interface parameters withing usable 0 ... 1 range + float specular = 0.5; + float rod_roughness_mapped = rod_roughness * 0.5; + float bump_amount_2_mapped = bump_amount_2 * 0.075; + float metalweave_roughness_mapped = metalweave_roughness * 0.3; + float metalweave_roughness_variation_mapped = metalweave_roughness_variation * 0.4; + float bump_amount_3_mapped = bump_amount_3 * 0.25; + + // Textures + texture_2d weave_colormask_tex = texture_2d("./textures/metalweave_03_color_mask.png", ::tex::gamma_srgb); + texture_2d weave_roughness_tex = texture_2d("./textures/metalweave_03_rough.jpg", ::tex::gamma_linear); + texture_2d weave_normal_tex = texture_2d("./textures/metalweave_03_norm.jpg", ::tex::gamma_linear); + texture_2d weave_metal_tex = texture_2d("./textures/metalweave_03_metal.jpg", ::tex::gamma_linear); + texture_2d detail_normal_tex = texture_2d("./textures/metalweave_03_detail_norm.jpg", ::tex::gamma_linear); + texture_2d detail_normal_2_tex = texture_2d("./textures/metalweave_03_detail_scratches_norm.jpg", ::tex::gamma_linear); + texture_2d AO_tex = texture_2d("./textures/metalweave_03_AO.jpg", ::tex::gamma_srgb); + + + ::base::texture_coordinate_info uvw = ::base::coordinate_source( + coordinate_system: ::base::texture_coordinate_uvw, + texture_space: 0 + ); + + + ::base::texture_coordinate_info transformed_uvw = ::base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(10.f/texture_scale.x, 10.f/texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, texture_rotate/180.*::math::PI ), + translation: float3(texture_translate.x, texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + ::base::texture_coordinate_info transformed_uvw_metalness = ::base::transform_coordinate( + transform: float4x4(0.5 , 0.0 , 0.0, 0.0, + 0.0 , 0.5 , 0.0, 0.0, + 0.0 , 0.0 , 1.0, 0.0, + 0.0 , 0.0 , 0.0, 1.0), + coordinate: transformed_uvw + ); + + + ::base::texture_coordinate_info transformed_uvw_colormap = ::base::transform_coordinate( + transform: float4x4(1.0 , 0.0 , 0.0, 0.0, + 0.0 , 5.0 , 0.0, 0.0, + 0.0 , 0.0 , 1.0, 0.0, + 0.0 , 0.0 , 0.0, 1.0), + coordinate: transformed_uvw + ); + + ::base::texture_coordinate_info transformed_uvw_detailnormal = ::base::transform_coordinate( + transform: float4x4(2.0 , 0.0 , 0.0, 0.0, + 0.0 , 2.0 , 0.0, 0.0, + 0.0 , 0.0 , 1.0, 0.0, + 0.0 , 0.0 , 0.0, 1.0), + coordinate: transformed_uvw + ); + + + float weave_colormask_lookup = ::base::file_texture( + texture: weave_colormask_tex, + color_offset: color(0.0, 0.0, 0.0), + color_scale: color(1.0, 1.0, 1.0), + mono_source: ::base::mono_average, + uvw: transformed_uvw_colormap, + clip: false + ).mono; + + color AO_lookup = ::base::file_texture( + texture: AO_tex, + color_offset: color(0.0, 0.0, 0.0), + color_scale: color(1.0, 1.0, 1.0), + mono_source: ::base::mono_average, + uvw: transformed_uvw, + clip: false + ).tint; + + + float metallic = ::base::file_texture( + texture: weave_metal_tex, + color_offset: color(1.0 - surface_impurities), + color_scale: color(surface_impurities), + mono_source: ::base::mono_average, + uvw: transformed_uvw_metalness, + clip: false + ).mono; + + float weave_roughness_variation_lookup = ::base::file_texture( + texture: weave_roughness_tex, + color_offset: color(0.0), + color_scale: color(metalweave_roughness_variation_mapped), + mono_source: ::base::mono_average, + uvw: transformed_uvw, + clip: false + ).mono; + + //float roughness = weave_roughness; + float roughness = ::math::lerp(weave_roughness_variation_lookup + metalweave_roughness_mapped, rod_roughness_mapped, weave_colormask_lookup); + + + //color base_color = blend_colors(weave_color, rod_color, weave_colormask_lookup).tint; + color base_color = multiply_colors(blend_colors(weave_color, rod_color, weave_colormask_lookup).tint, + AO_lookup, + AO_weight + ).tint; + + // Metallic Roughness Model + bsdf diffuse_bsdf = ::df::diffuse_reflection_bsdf( + roughness: 0.0f, //assign the user controllable + tint: base_color //values to the bsdf + ); + + bsdf ggx_smith_bsdf = ::df::microfacet_ggx_smith_bsdf( + roughness_u: roughness*roughness, + roughness_v: roughness*roughness, + tint: color(1.0, 1.0, 1.0), + mode: ::df::scatter_reflect + ); + + bsdf custom_curve_layer_bsdf = ::df::custom_curve_layer( + normal_reflectivity: 0.08 * specular, + grazing_reflectivity: 1.0, + exponent: 3.0, + weight: 1.0, + layer: ggx_smith_bsdf, + base: diffuse_bsdf + ); + + bsdf directional_factor_bsdf = ::df::directional_factor( + normal_tint: base_color, + grazing_tint: base_color, + exponent: 3.0f, + base: ggx_smith_bsdf + ); + + bsdf pre_final_bsdf = ::df::weighted_layer( + base: custom_curve_layer_bsdf, + weight: metallic, + layer: directional_factor_bsdf + ); + + bsdf final_bsdf = ::df::weighted_layer( + weight: 0.1, + layer: diffuse_bsdf, + base: pre_final_bsdf + ); + + // Normal lookup + float3 the_normal = ::base::tangent_space_normal_texture( + texture: weave_normal_tex, + factor: bump_amount_1, + uvw: transformed_uvw, + flip_tangent_u: false, + flip_tangent_v: false + ); + + // Detail lookup + float3 detail_normal = ::math::lerp(::base::tangent_space_normal_texture( + texture: detail_normal_tex, + factor: bump_amount_2_mapped, + uvw: transformed_uvw_detailnormal, + flip_tangent_u: false, + flip_tangent_v: false), + ::state::normal(), + weave_colormask_lookup); + // Detail lookup 2 + float3 detail_normal_2 = ::math::lerp(::base::tangent_space_normal_texture( + texture: detail_normal_2_tex, + factor: bump_amount_3_mapped, + uvw: transformed_uvw, + flip_tangent_u: false, + flip_tangent_v: false), + ::state::normal(), + weave_colormask_lookup); + + + float3 pre_final_normal = add_detail_normal(the_normal, detail_normal); + float3 final_normal = add_detail_normal(pre_final_normal, detail_normal_2); + +} in material ( + surface: material_surface( + scattering: final_bsdf + ), + geometry: material_geometry( + normal: final_normal + ) +); + + + +// 1 Steel Polished +export material Woven_Metal_03_Steel_Polished(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 03 - Steel Polished"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "bumped", "new", "polished", "multimaterial", "reflective", "steel", "gray")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_03.Woven_Metal_03_Steel_Polished.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_03( + weave_color: color(0.505432), + metalweave_roughness: 0.3, + metalweave_roughness_variation: 0.5, + surface_impurities: 0.0, + rod_color: color(0.363604), + rod_roughness: 0.0, + AO_weight: 0.95, + bump_amount_2: 0.3, + bump_amount_3: 0.2, + bump_amount_1: 2.4, + texture_translate: float2(0.0f), + texture_rotate: 0.0, + texture_scale: float2(1.0f) +); + +// 2 Steel Glossy +export material Woven_Metal_03_Steel_Glossy(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 03 - Steel Glossy"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "bumped", "new", "multimaterial", "glossy", "steel", "gray")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_03.Woven_Metal_03_Steel_Glossy.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_03( + weave_color: color(0.505432), + metalweave_roughness: 1.0, + metalweave_roughness_variation: 0.25, + surface_impurities: 0.0, + rod_color: color(0.363604), + rod_roughness: 0.3, + AO_weight: 0.95, + bump_amount_2: 0.7, + bump_amount_3: 0.3, + bump_amount_1: 2.4, + texture_translate: float2(0.0f), + texture_rotate: 0.0, + texture_scale: float2(1.0f) +); + + +// 3 Steel Worn +export material Woven_Metal_03_Steel_Worn(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 03 - Steel Worn"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "bumped", "worn", "multimaterial", "glossy", "steel", "gray")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_03.Woven_Metal_03_Steel_Worn.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_03( + weave_color: color(0.505432), + metalweave_roughness: 0.5, + metalweave_roughness_variation: 1.0, + surface_impurities: 1.0, + rod_color: color(0.363604), + rod_roughness: 0.5, + AO_weight: 0.95, + bump_amount_2: 0.7, + bump_amount_3: 0.8, + bump_amount_1: 2.4, + texture_translate: float2(0.0f), + texture_rotate: 0.0, + texture_scale: float2(1.0f) +); + + +// 4 Copper Polished +export material Woven_Metal_03_Copper_Polished(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 03 - Copper Polished"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "bumped", "new", "multimaterial", "polished", "copper", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_03.Woven_Metal_03_Copper_Polished.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_03( + weave_color: color(0.812241, 0.302125, 0.136099), + metalweave_roughness: 0.3, + metalweave_roughness_variation: 0.5, + surface_impurities: 0.0, + rod_color: color(0.363604), + rod_roughness: 0.1, + AO_weight: 0.95, + bump_amount_2: 0.3, + bump_amount_3: 0.2, + bump_amount_1: 2.4, + texture_translate: float2(0.0f), + texture_rotate: 0.0, + texture_scale: float2(1.0f) +); + +// 5 Copper Glossy +export material Woven_Metal_03_Copper_Glossy(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 03 - Copper Glossy"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "bumped", "new", "multimaterial", "glossy", "copper", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_03.Woven_Metal_03_Copper_Glossy.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_03( + weave_color: color(0.812241, 0.302125, 0.136099), + metalweave_roughness: 1.0, + metalweave_roughness_variation: 0.25, + surface_impurities: 0.0, + rod_color: color(0.311180, 0.113921, 0.049433), + rod_roughness: 0.3, + AO_weight: 0.95, + bump_amount_2: 0.7, + bump_amount_3: 0.3, + bump_amount_1: 2.4, + texture_translate: float2(0.0f), + texture_rotate: 0.0, + texture_scale: float2(1.0f) +); + + +// 6 Copper Worn +export material Woven_Metal_03_Copper_Worn(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 03 - Copper Worn"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "bumped", "worn", "multimaterial", "glossy", "copper", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_03.Woven_Metal_03_Copper_Worn.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_03( + weave_color: color(0.812241, 0.302125, 0.136099), + metalweave_roughness: 0.5, + metalweave_roughness_variation: 1.0, + surface_impurities: 1.0, + rod_color: color(0.311180, 0.113921, 0.049433), + rod_roughness: 0.5, + AO_weight: 0.95, + bump_amount_2: 0.7, + bump_amount_3: 0.8, + bump_amount_1: 2.4, + texture_translate: float2(0.0f), + texture_rotate: 0.0, + texture_scale: float2(1.0f) +); + +/////////////// + +// 7 Brass Polished +export material Woven_Metal_03_Brass_Polished(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 03 - Brass Polished"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "bumped", "new", "multimaterial", "polished", "reflective", "brass", "yellow", "gold", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_03.Woven_Metal_03_Brass_Polished.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_03( + weave_color: color(0.652370, 0.464741, 0.163641), + metalweave_roughness: 0.3, + metalweave_roughness_variation: 0.5, + surface_impurities: 0.0, + rod_color: color(0.363604), + rod_roughness: 0.1, + AO_weight: 0.95, + bump_amount_2: 0.3, + bump_amount_3: 0.2, + bump_amount_1: 2.4, + texture_translate: float2(0.0f), + texture_rotate: 0.0, + texture_scale: float2(1.0f) +); + +// 8 Brass Glossy +export material Woven_Metal_03_Brass_Glossy(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 03 - Brass Glossy"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "bumped", "new", "multimaterial", "glossy", "reflective", "brass", "yellow", "gold", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_03.Woven_Metal_03_Brass_Glossy.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_03( + weave_color: color(0.652370, 0.464741, 0.163641), + metalweave_roughness: 1.0, + metalweave_roughness_variation: 0.25, + surface_impurities: 0.0, + rod_color: color(0.311180, 0.219520, 0.075926), + rod_roughness: 0.3, + AO_weight: 0.95, + bump_amount_2: 0.7, + bump_amount_3: 0.3, + bump_amount_1: 2.4, + texture_translate: float2(0.0f), + texture_rotate: 0.0, + texture_scale: float2(1.0f) +); + + +// 9 Brass Worn +export material Woven_Metal_03_Brass_Worn(*) +[[ + ::anno::author("NVIDIA vMaterials"), + ::anno::display_name("Metal Weave 03 - Brass Worn"), + ::anno::description("Brushed metal bands woven around metal rods forming a metal sheet."), + ::anno::key_words(string[]("design", "metal", "mesh", "weave", "woven", "fancy", "decorative", "bumped", "worn", "multimaterial", "glossy", "brass", "yellow", "gold", "warm")), + ::anno::thumbnail("./.thumbs/Metal_Mesh_Weave_03.Woven_Metal_03_Brass_Worn.png"), + ::anno::copyright_notice(COPYRIGHT) +]] += Metal_Mesh_Weave_03( + weave_color: color(0.652370, 0.464741, 0.163641), + metalweave_roughness: 0.5, + metalweave_roughness_variation: 1.0, + surface_impurities: 1.0, + rod_color: color(0.311180, 0.219520, 0.075926), + rod_roughness: 0.5, + AO_weight: 0.95, + bump_amount_2: 0.7, + bump_amount_3: 0.8, + bump_amount_1: 2.4, + texture_translate: float2(0.0f), + texture_rotate: 0.0, + texture_scale: float2(1.0f) +); \ No newline at end of file