/* * SPDX-FileCopyrightText: Copyright (c) 2022-2025 NVIDIA CORPORATION & AFFILIATES. All rights reserved. * SPDX-License-Identifier: BSD-3-Clause */ mdl 1.7; import ::df::*; import ::state::*; import ::math::*; import ::base::*; import ::tex::*; import ::anno::*; import ::anno::*; export float3 HemiOctahedronToUnitVector( float2 Oct ) [[ anno::hidden() ]] { Oct = float2( Oct.x + Oct.y, Oct.x - Oct.y ) * 0.5; float3 N = float3( Oct.x, Oct.y, 1.0 - math::dot( float2(1.0), math::abs(Oct) ) ); return math::normalize(N); } export struct NormalData [[ anno::hidden() ]] { float3 normal; float2 roughness; }; export NormalData tangent_space_normal_roughness_texture( uniform texture_2d texture [[ anno::description("The input texture"), anno::usage("normal") ]], uniform float factor = 1.0f [[ anno::description("Determines the degree of bumpiness") ]], uniform bool flip_tangent_u = false [[ anno::description("Can be used to fix mismatches between the object's tangent space and the normal map's tangent space") ]], uniform bool flip_tangent_v = false [[ anno::description("Can be used to fix mismatches between the object's tangent space and the normal map's tangent space") ]], base::texture_coordinate_info uvw = base::texture_coordinate_info() [[ anno::description("Parameterization to be used for texture mapping. Defaults to texture channel 0.") ]], uniform float2 crop_u = float2( 0.0, 1.0) [[ anno::description("Restricts the texture access to sub-domain of the texture in the u direction") ]], uniform float2 crop_v = float2( 0.0, 1.0) [[ anno::description("Restricts the texture access to sub-domain of the texture in the v direction") ]], uniform tex::wrap_mode wrap_u = tex::wrap_repeat [[ anno::description("Wrapping mode in the u direction") ]], uniform tex::wrap_mode wrap_v = tex::wrap_repeat [[ anno::description("Wrapping mode in the v direction") ]], uniform bool clip = false [[ anno::description("deprecated, usewrap_mode=tex::wrap_clip. Defines wrap_clamp behavior. If true, lookup outside [0,1] results in no bump"), anno::hidden() ]], uniform float scale = 1. [[ anno::description("Scales the value red from the texture file. Can be used to adapt to different normal map formats"), anno::unused() ]], uniform float offset = 0. [[ anno::description("Offset applied to the value red from the texture file. Can be used to adapt to different normal map formats"), anno::unused() ]], uniform float animation_start_time = 0. [[ anno::description("When to start playing first frame of the animation ") ]], uniform int2 animation_crop = int2(0, 0) [[ anno::description("If the texture is an animation, the range of frames to be played can be specified.") ]], uniform tex::wrap_mode animation_wrap = tex::wrap_repeat [[ anno::description("Defines what to do outside of regular animation time") ]], uniform float animation_fps = 30 [[ anno::description("Framerate to use for animation playback") ]] ) [[ anno::description("Interprets the color values of a bitmap as a vector in tangent space"), anno::hidden(), anno::noinline() ]] { NormalData normalData; normalData.roughness = float2(0); normalData.normal = state::normal(); float frame = 0.0; if(animation_crop != int2(0,0)) //only if we have an animation { frame = (::state::animation_time()-animation_start_time) * animation_fps ; //start playing at first frame of the animation switch ( animation_wrap) { case tex::wrap_repeat: frame=frame>0? math::fmod(frame,animation_crop.y-animation_crop.x)+animation_crop.x: math::fmod(frame,animation_crop.y-animation_crop.x)+animation_crop.y; break; case tex::wrap_mirrored_repeat: float animation_crop_2y = 2.0*animation_crop.y; frame=frame>0? math::fmod(frame,(animation_crop.y-animation_crop.x)*2.0)+animation_crop.x: math::fmod(frame,(animation_crop.y-animation_crop.x)*2.0)+animation_crop_2y-animation_crop.x; if(frame>animation_crop.y) frame = animation_crop_2y-frame; break; case tex::wrap_clamp: frame = math::clamp( frame+animation_crop.x, animation_crop.x, animation_crop.y); break; case tex::wrap_clip: frame += animation_crop.x; if(frame < animation_crop.x || frame > animation_crop.y) return normalData; break; } } if (tex::width(texture) == 0 || tex::height(texture) == 0 || // avoid division by zero in texremapu for invalid resource factor == 0.0f) return normalData; { if (clip) { if (wrap_u == tex::wrap_clamp && (uvw.position.x < 0. || uvw.position.x > 1.)) { return normalData; } if (wrap_v == tex::wrap_clamp && (uvw.position.y < 0. || uvw.position.y > 1.)) { return normalData; } } if (wrap_u == tex::wrap_clip && (uvw.position.x < 0. || uvw.position.x > 1.)) { return normalData; } if (wrap_v == tex::wrap_clip && (uvw.position.y < 0. || uvw.position.y > 1.)) { return normalData; } } bool pixel_flip_u = flip_tangent_u; bool pixel_flip_v = flip_tangent_v; //if we mirror repeat a tangent space texture, tangent space needs to be flipped for every other tile if (wrap_u == tex::wrap_mirrored_repeat) { if( uvw.position.x > 0. && int(uvw.position.x) % 2 == 1) pixel_flip_u = ! pixel_flip_u; else if( uvw.position.x < 0. && int(uvw.position.x) % 2 == 0) pixel_flip_u = ! pixel_flip_u; } if (wrap_v == tex::wrap_mirrored_repeat) { if( uvw.position.y > 0. && int(uvw.position.y) % 2 == 1) pixel_flip_v = ! pixel_flip_v; else if( uvw.position.y < 0. && int(uvw.position.y) % 2 == 0) pixel_flip_v = ! pixel_flip_v; } float3 transformed_tangent_u = uvw.tangent_u; float3 transformed_tangent_v = uvw.tangent_v; if (pixel_flip_u) transformed_tangent_u=-transformed_tangent_u; if (pixel_flip_v) transformed_tangent_v=-transformed_tangent_v; float3 tangent_space_normal; float4 normal_raw = tex::lookup_float4(texture,float2(uvw.position.x,uvw.position.y), wrap_u, wrap_v, crop_u, crop_v, frame); if(normal_raw.x > 1.5) { // octahedron packed by OV normal_raw.x -= 2.0; normal_raw.x -= 0.5; normal_raw.y -= 0.5; tangent_space_normal = HemiOctahedronToUnitVector(float2(normal_raw.x, normal_raw.y) * 2.0); normalData.roughness = float2(normal_raw.z, normal_raw.w); } else { // regular tangent_space_normal = (float3(normal_raw.x, normal_raw.y, normal_raw.z) - float3(0.5)) * 2.0; normalData.roughness = float2(0); } normalData.normal = math::normalize( transformed_tangent_u * tangent_space_normal.x * factor + transformed_tangent_v * tangent_space_normal.y * factor + state::normal() * tangent_space_normal.z); return normalData; } export material OmniPBRBase( // Albdeo // color diffuse_reflection_color = color(0.2) [[ anno::display_name("Albedo Color"), anno::description("This is the albedo base color"), anno::in_group("Albedo") ]], color diffuse_tint = color(1.0) [[ anno::display_name("Albedo Tint"), anno::description("When enabled, this color value is multiplied over the final albedo color"), anno::in_group("Albedo") ]], // Reflecitivity // float specular_reflection_roughness = float(0.0) [[ anno::display_name("Roughness"), anno::description("Higher roughness values lead to more blurry reflections"), anno::in_group("Reflectivity"), anno::hard_range(0.0, 1.0) ]], float2 specular_reflection_aniso_roughness = float2(0.0, 0.0) [[ anno::display_name("Aniso roughness"), anno::description("Higher roughness values lead to more blurry reflections"), anno::in_group("Reflectivity"), anno::hidden() ]], float metalness = float(0.0) [[ anno::display_name("Metalness"), anno::description("Bias towards pure specular reflection"), anno::in_group("Reflectivity"), anno::hard_range(0.0, 1.0) ]], float specular_level = float(0.5) [[ anno::display_name("Specular"), anno::description("The specular level (intensity) of the material"), anno::in_group("Reflectivity"), anno::soft_range(0.0, 1.0) ]], // Emission // uniform bool enable_emission = false [[ anno::display_name("Enable Emission"), anno::description("Enables the emission of light from the material"), anno::in_group("Emissive") ]], color emission_color = color(1.0,0.1,0.1) [[ anno::display_name("Emissive Color"), anno::description("The emission color"), anno::in_group("Emissive"), anno::enable_if("enable_emission == true") ]], float emission_intensity = float(40.0) [[ anno::display_name("Emissive Intensity"), anno::description("Intensity of the emission"), anno::in_group("Emissive"), anno::soft_range(0.0, 1000.0), anno::enable_if("enable_emission == true") ]], // Geometry Opacity // uniform bool enable_opacity = false [[ anno::display_name("Enable Opacity"), anno::description("Enables the use of cutout opacity"), anno::in_group("Opacity") ]], float geometry_opacity = float(1.0) [[ anno::display_name("Opacity Amount"), anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"), anno::in_group("Opacity"), anno::hard_range(0.0, 1.0) ]], uniform float geometry_opacity_threshold = 0.f [[ anno::display_name("Opacity Threshold"), anno::description("If 0, use fractional opacity values 'as is'; if > 0, remap opacity values to 1 when >= threshold and to 0 otherwise"), anno::in_group("Opacity"), anno::hard_range(0.0, 1.0) ]], // Clearcoat // uniform bool enable_coat = false [[ anno::display_name("Enable Clearcoat Layer"), anno::description("Adds a coat layer on top of the material when enabled"), anno::in_group("Clearcoat") ]], float coat_weight = float(1.0) [[ anno::display_name("Clearcoat Weight"), anno::description("Sets the weight for coat layer"), anno::in_group("Clearcoat"), anno::hard_range(0.0, 1.0) ]], color coat_color = color(1.0) [[ anno::display_name("Clearcoat Tint"), anno::description("Clearcoat is tinted and affects the underlying material"), anno::in_group("Clearcoat") ]], float coat_transparency = float(1.0) [[ anno::display_name("Clearcoat Transparency"), anno::description("Adjusts the transparency of the coat. Can be turned into a fully opaque coat covering the underlying layer"), anno::in_group("Clearcoat"), anno::hard_range(0.0, 1.0) ]], float coat_roughness = float(0.0) [[ anno::display_name("Clearcoat Roughness"), anno::description("Higher roughness values lead to more blurry reflections"), anno::in_group("Clearcoat"), anno::hard_range(0.0, 1.0) ]], float2 coat_aniso_roughness = float2(0.0, 0.0) [[ anno::display_name("Clearcoat aniso roughness"), anno::description("Higher roughness values lead to more blurry reflections"), anno::in_group("Clearcoat"), anno::hidden() ]], float coat_ior = float(1.56) [[ anno::display_name("Clearcoat IOR"), anno::description("Sets the Index of refraction for the coat layer"), anno::in_group("Clearcoat"), anno::soft_range(0.0, 4.0) ]], float3 clearcoat_geometry_normal = state::normal() [[ anno::display_name("Clearcoat Normal"), anno::in_group("Clearcoat"), anno::usage("normal") ]], // Geometry // uniform float round_edges_radius = float(0.0) [[ anno::display_name("Round Edge Radius"), anno::description("Influence radius around the edges in meters"), anno::in_group("Geometry"), anno::soft_range(0.0, 1.0) ]], uniform float round_edges_roundness = float(1.0) [[ anno::display_name("Round Edge Roundness"), anno::description("Determines how round the edge will look"), anno::in_group("Geometry"), anno::hard_range(0.0, 1.0) ]], uniform bool round_edges_across_materials = false [[ anno::display_name("Round Edge Across Materials"), anno::description("Normal smoothing happens only between facets of equal material, \n" "\t\tunless this parameter is set true, in which case the smoothing \n" "\t\thappens between facets irrespective of their materials"), anno::in_group("Geometry") ]], float3 geometry_normal = state::normal() [[ anno::display_name("Geometry Normal"), anno::in_group("Geometry"), anno::usage("normal") ]] ) [[ anno::display_name("OmniPBR Base"), anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), anno::in_group("Omni Materials"), anno::version( 2, 1, 1), anno::author("NVIDIA CORPORATION"), anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) ]] = let{ // Diffuse Bsdf // color tinted_diffuse_color = diffuse_reflection_color * diffuse_tint; color base_color = tinted_diffuse_color; bsdf diffuse_bsdf = df::weighted_layer( weight: 1.0, layer: df::diffuse_reflection_bsdf( tint: base_color, roughness: float(0.0) ), base: bsdf(), normal: geometry_normal ); // Glossy Reflection Bsdf // float roughness_u = math::clamp(specular_reflection_roughness * specular_reflection_roughness + specular_reflection_aniso_roughness.x * specular_reflection_aniso_roughness.x, 0, 1); float roughness_v = math::clamp(specular_reflection_roughness * specular_reflection_roughness + specular_reflection_aniso_roughness.y * specular_reflection_aniso_roughness.y, 0, 1); bsdf ggx_smith_bsdf = df::microfacet_ggx_smith_bsdf( roughness_u: roughness_u, roughness_v: roughness_v, tint: color(1.0), mode: df::scatter_reflect ); bsdf custom_curve_layer_bsdf = df::custom_curve_layer( normal_reflectivity: 0.08, grazing_reflectivity: 1.0, exponent: 5.0, weight: specular_level, layer: ggx_smith_bsdf, base: diffuse_bsdf, normal: geometry_normal ); bsdf directional_factor_bsdf = df::tint(base_color, ggx_smith_bsdf); bsdf omni_PBR_bsdf = df::weighted_layer( weight: metalness, layer: directional_factor_bsdf, base: custom_curve_layer_bsdf, normal: geometry_normal ); // Clear Coat // float coat_roughness_u = math::clamp(coat_roughness * coat_roughness + coat_aniso_roughness.x * coat_aniso_roughness.x, 0, 1); float coat_roughness_v = math::clamp(coat_roughness * coat_roughness + coat_aniso_roughness.y * coat_aniso_roughness.y, 0, 1); bsdf coat_bsdf = df::microfacet_ggx_smith_bsdf( roughness_u: coat_roughness_u, roughness_v: coat_roughness_v, tint: color(1.0), mode: df::scatter_reflect ); bsdf opaque_coat = df::weighted_layer( weight: coat_transparency, layer: ::df::tint( tint: coat_color, base: omni_PBR_bsdf ), base: ::df::diffuse_reflection_bsdf( tint: coat_color ) ); bsdf omni_PBR_coated_bsdf = df::fresnel_layer( ior: coat_ior, weight: coat_weight, layer: coat_bsdf, base: opaque_coat, normal: clearcoat_geometry_normal ); bsdf final_bsdf = enable_coat ? omni_PBR_coated_bsdf : omni_PBR_bsdf; color emission_value = enable_emission ? emission_color * color(emission_intensity) : color(0.0); float opacity_value = geometry_opacity; float cutout_opacity = enable_opacity ? ((geometry_opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= geometry_opacity_threshold) ? 1.0 : 0)) : 1.0; material_emission emission = material_emission( df::diffuse_edf(), intensity: emission_value ); material_surface surface = material_surface( scattering: final_bsdf, emission: emission ); material_geometry geometry = material_geometry( normal: state::rounded_corner_normal( radius: round_edges_radius, across_materials: round_edges_across_materials, roundness: round_edges_roundness ), cutout_opacity: cutout_opacity ); } in material( surface: surface, geometry: geometry );