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b/assets/broken/CT_injection_system_a01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `CT_injection_system_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/CT_injection_system_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/CT_injection_system_a01/asset.usdc b/assets/broken/CT_injection_system_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..841e8acb21d5781382059d56834e359cd279229d --- /dev/null +++ b/assets/broken/CT_injection_system_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:297fe4ded9aff0afaa13188e6f41c721f71e489acba6d13269293277b40bfa65 +size 14444847 diff --git a/assets/broken/CT_injection_system_a01/evidence.json b/assets/broken/CT_injection_system_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..6f8dd93a666fb9e6de2b65b8fd516d217a5deb17 --- /dev/null +++ b/assets/broken/CT_injection_system_a01/evidence.json @@ -0,0 +1,1133 @@ +{ + "case_id": "R06", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": 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described by `evidence.json`. + +Repeated telescoping assemblies acquire incorrect component correspondence during export. + +All three stand assemblies move independently through their stated travel. Casters support the cart in retracted and extended configurations, with all components retained. + +This is a cart and slider repair task. No clinical or injection behaviour is part of the benchmark. diff --git a/assets/broken/CT_injection_system_a01/source/.metadata/LICENSE.txt b/assets/broken/CT_injection_system_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/CT_injection_system_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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+/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; +import ::anno::*; +import ::base::*; +import ::tex::*; + +using OmniGlass_Opacity import OmniGlass_Opacity; +export annotation distill_off(); + + +export material OmniGlass +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("roughness") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = false + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV") + ]] +) +[[ + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass"), + anno::version( 1, 0, 0), + anno::in_group("Base"), + anno::description("Omni Glass Material V2"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += OmniGlass_Opacity( + glass_color: glass_color, + glass_color_texture: glass_color_texture, + frosting_roughness: frosting_roughness, + glass_ior: glass_ior, + thin_walled: thin_walled, + depth: depth, + roughness_texture_influence: roughness_texture_influence, + roughness_texture: roughness_texture, + reflection_color_texture: reflection_color_texture, + reflection_color: reflection_color, + normal_map_texture: normal_map_texture, + normal_map_strength: normal_map_strength, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + enable_opacity: enable_opacity, + cutout_opacity: cutout_opacity, + cutout_opacity_texture: cutout_opacity_texture, + cutout_opacity_mono_source: cutout_opacity_mono_source, + opacity_threshold: opacity_threshold, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale +); \ No newline at end of file diff --git a/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl b/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl new file mode 100644 index 0000000000000000000000000000000000000000..233328a4737ff2f4ba141cb6c0a109ff1772566f --- /dev/null +++ b/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl @@ -0,0 +1,487 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + + +mdl 1.4; + +import ::tex::*; +import ::base::*; +import ::math::*; +import ::anno::*; +import ::df::*; +import ::state::*; +import OmniPBRBase::*; + +const string COPYRIGHT = +" Copyright 1986, 2020 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"; + +export annotation distill_off(); + + +float get_float( + uniform texture_2d t, + float f, + base::texture_coordinate_info uvw, + uniform base::mono_mode mono_source = base::mono_maximum +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + mono_source, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).mono : + f; +} + +color get_color( + uniform texture_2d t, + color c, + base::texture_coordinate_info uvw +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + base::mono_alpha, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).tint : + c; +} + +float apply_roughness_influence( + uniform texture_2d roughness_texture, + float constant_roughness, + float roughness_influence, + base::texture_coordinate_info uvw +) +{ + return math::lerp( + constant_roughness, + get_float(roughness_texture, constant_roughness, uvw), + roughness_influence + ); +} + +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; +} + + +export material OmniGlass_Opacity +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = true + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Scale"), + anno::description("Larger numbers increase the size."), + anno::in_group("UV") + ]] +) +[[ + anno::copyright_notice(COPYRIGHT), + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass Opacity"), + anno::version( 1, 0, 0), + anno::description("Omni Glass Opacity Material"), + anno::in_group("Base"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += let { + // Material Properties + bool local_thin_walled = (tex::texture_isvalid(cutout_opacity_texture) || cutout_opacity != 1.f) ? true : thin_walled; + color local_glass_ior = glass_ior; + + + // UVW Properties + // Generating the texture coordinates for the texture lookups + base::texture_coordinate_system the_system = world_or_object ? + base::texture_coordinate_world : + base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? + base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 + ); + + + // Opacity Properties + float opacity_value = get_float(cutout_opacity_texture, cutout_opacity, transformed_uvw, cutout_opacity_mono_source); + + // The opacity_threshold is interpreted as follows: + // 1. opacity_threshold > 0: binary opacity masking mode + // i.e.: if opacity_value > opacity_threshold we remap opacity_value to 1.0, otherwise to 0.0 + // 2. opacity_threshold == 0: fractional opacity mode. Leaves the opacity_value untouched, + // allowing the renderer to use fractional cutout_opacity values, if it supports this feature + // + // NOTE: when the renderer does not enable 'fractional cutout opacity' it interprets + // cutout_opacity values of 1.0 as opaque and anything below as fully transparent + float local_cutout_opacity = enable_opacity ? + ((opacity_threshold == 0.0) ? + opacity_value : + ((opacity_value >= opacity_threshold) ? 1.0 : 0) + ) : + 1.0; + + + // Surface Properties + color local_reflection_color = get_color(reflection_color_texture, reflection_color, transformed_uvw); + color local_transmission_color = get_color(glass_color_texture, glass_color, transformed_uvw); + + OmniPBRBase::NormalData defaultData(state::normal(), float2(0.f)); + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normal_map_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + normal_map_texture, + normal_map_strength, + flip_tangent_u, + flip_tangent_v, + transformed_uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false, + 1.f, + 0.f, + 0.f, + int2(0), + tex::wrap_repeat, + 30.f + ) : + defaultData; + + float local_roughness = apply_roughness_influence( + roughness_texture, + frosting_roughness, + roughness_texture_influence, + transformed_uvw + ); + float2 local_roughness_squared( + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x), + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y) + ); + + float3 the_normal = normal_data.normal; + + bsdf ggx_1 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_reflection_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_reflect + ); + + bsdf ggx_2 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_transmission_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_transmit + ); + + material_surface local_surface( + ::df::fresnel_layer( + ior: glass_ior, + weight: 1.f, + layer: ggx_1, + base: ggx_2, + normal: the_normal + ), + material_emission() + ); + + + // Volume Properties + color local_volume_absorption = depth; + color local_volume_scattering = color(0.f, 0.f, 0.f); + + material_volume local_volume(vdf(), local_volume_absorption, local_volume_scattering); + + + // Geometry Properties + material_geometry local_geometry(float3(0.f), local_cutout_opacity, the_normal); + +} in material( + thin_walled: local_thin_walled, + surface: local_surface, + ior: local_glass_ior, + volume: local_volume, + geometry: local_geometry +); diff --git a/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/CT_injection_system_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/Xray_machine_buckyTable_a01/asset.usdc b/assets/broken/Xray_machine_buckyTable_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..60d2092ac240e4b1f0b2f82faf7d8d9d556f612c --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8ad1e53811b0cc3950306af4930f7bc78a946f6c27dc470ceeabd587ff177937 +size 4059630 diff --git a/assets/broken/Xray_machine_buckyTable_a01/evidence.json b/assets/broken/Xray_machine_buckyTable_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..6acdeeaaad36c34eb6719d7bd71be571ead2b769 --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/evidence.json @@ -0,0 +1,546 @@ +{ + "case_id": "R07", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": 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"physics:upperLimit": 0.46000000834465027 + } + }, + { + "path": "/RootNode/Joints/joint_pedalButton_03_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/base_01_obj_00/base_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/pedalButton_03_obj_00/pedalButton_03_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": -6.0, + "physics:upperLimit": 0.0 + } + }, + { + "path": "/RootNode/Joints/joint_pedalButton_02_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/base_01_obj_00/base_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/pedalButton_02_obj_00/pedalButton_02_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": -6.0, + "physics:upperLimit": 0.0 + } + }, + { + "path": "/RootNode/Joints/joint_plate_01_joint_00", + "type": "PhysicsPrismaticJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/base_01_obj_00/base_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/plate_01_obj_00/plate_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": 0.0, + "physics:upperLimit": 0.5254290103912354 + } + }, + { + "path": "/RootNode/Joints/joint_pedalButton_04_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/base_01_obj_00/base_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/pedalButton_04_obj_00/pedalButton_04_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": -6.0, + "physics:upperLimit": 0.0 + } + }, + { + "path": "/RootNode/Joints/joint_pedalButton_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/base_01_obj_00/base_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/pedalButton_01_obj_00/pedalButton_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": -6.0, + "physics:upperLimit": 0.0 + } + }, + { + "path": "/RootNode/Joints/joint_button_01_joint_00", + "type": "PhysicsPrismaticJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/base_01_obj_00" + ], + "body1": [ + "/RootNode/Geometry/button_01_obj_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": -0.003000000026077032, + "physics:upperLimit": 0.0 + } + }, + { + "path": "/RootNode/Joints/joint_button_02_joint_00", + "type": "PhysicsPrismaticJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/base_01_obj_00" + ], + "body1": [ + "/RootNode/Geometry/button_02_obj_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": -0.003000000026077032, + "physics:upperLimit": 0.0 + } + }, + { + "path": "/RootNode/Joints/joint_top_01_joint_00", + "type": "PhysicsFixedJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/table_01_obj_00/table_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/top_01_obj_00/top_01_mesh_00" + ] + }, + "motion": {} + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/Xray_machine_buckyTable_a01/instruction.md b/assets/broken/Xray_machine_buckyTable_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..0aefd0023e2e8f1f7c190bbb31385a2ea06bea2d --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/instruction.md @@ -0,0 +1,9 @@ +# Bucky X-ray table + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A tabletop reparenting and unit conversion breaks two independent translations. + +Both translations work independently through intermediate poses and endpoints. The tabletop remains attached, with pedal/button mechanisms preserved. + +No imaging or radiation simulation is required. diff --git a/assets/broken/Xray_machine_buckyTable_a01/source/.metadata/LICENSE.txt b/assets/broken/Xray_machine_buckyTable_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/Xray_machine_buckyTable_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/broken/Xray_machine_buckyTable_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..aec9abab9c8ab8be122a702438d3cc60acbea8a1 --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T21:16:27", + "assets": [ + { + "asset": "simready_usd/sm_Xray_machine_buckyTable_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": 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a/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniGlass.mdl b/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniGlass.mdl new file mode 100644 index 0000000000000000000000000000000000000000..39849aaa57e1d4bf1aec8f108f8fc7f7a25232c7 --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniGlass.mdl @@ -0,0 +1,261 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; +import ::anno::*; +import ::base::*; +import ::tex::*; + +using OmniGlass_Opacity import OmniGlass_Opacity; +export annotation distill_off(); + + +export material OmniGlass +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("roughness") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = false + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV") + ]] +) +[[ + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass"), + anno::version( 1, 0, 0), + anno::in_group("Base"), + anno::description("Omni Glass Material V2"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += OmniGlass_Opacity( + glass_color: glass_color, + glass_color_texture: glass_color_texture, + frosting_roughness: frosting_roughness, + glass_ior: glass_ior, + thin_walled: thin_walled, + depth: depth, + roughness_texture_influence: roughness_texture_influence, + roughness_texture: roughness_texture, + reflection_color_texture: reflection_color_texture, + reflection_color: reflection_color, + normal_map_texture: normal_map_texture, + normal_map_strength: normal_map_strength, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + enable_opacity: enable_opacity, + cutout_opacity: cutout_opacity, + cutout_opacity_texture: cutout_opacity_texture, + cutout_opacity_mono_source: cutout_opacity_mono_source, + opacity_threshold: opacity_threshold, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale +); \ No newline at end of file diff --git a/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl b/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl new file mode 100644 index 0000000000000000000000000000000000000000..233328a4737ff2f4ba141cb6c0a109ff1772566f --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl @@ -0,0 +1,487 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + + +mdl 1.4; + +import ::tex::*; +import ::base::*; +import ::math::*; +import ::anno::*; +import ::df::*; +import ::state::*; +import OmniPBRBase::*; + +const string COPYRIGHT = +" Copyright 1986, 2020 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"; + +export annotation distill_off(); + + +float get_float( + uniform texture_2d t, + float f, + base::texture_coordinate_info uvw, + uniform base::mono_mode mono_source = base::mono_maximum +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + mono_source, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).mono : + f; +} + +color get_color( + uniform texture_2d t, + color c, + base::texture_coordinate_info uvw +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + base::mono_alpha, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).tint : + c; +} + +float apply_roughness_influence( + uniform texture_2d roughness_texture, + float constant_roughness, + float roughness_influence, + base::texture_coordinate_info uvw +) +{ + return math::lerp( + constant_roughness, + get_float(roughness_texture, constant_roughness, uvw), + roughness_influence + ); +} + +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; +} + + +export material OmniGlass_Opacity +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = true + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Scale"), + anno::description("Larger numbers increase the size."), + anno::in_group("UV") + ]] +) +[[ + anno::copyright_notice(COPYRIGHT), + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass Opacity"), + anno::version( 1, 0, 0), + anno::description("Omni Glass Opacity Material"), + anno::in_group("Base"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += let { + // Material Properties + bool local_thin_walled = (tex::texture_isvalid(cutout_opacity_texture) || cutout_opacity != 1.f) ? true : thin_walled; + color local_glass_ior = glass_ior; + + + // UVW Properties + // Generating the texture coordinates for the texture lookups + base::texture_coordinate_system the_system = world_or_object ? + base::texture_coordinate_world : + base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? + base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 + ); + + + // Opacity Properties + float opacity_value = get_float(cutout_opacity_texture, cutout_opacity, transformed_uvw, cutout_opacity_mono_source); + + // The opacity_threshold is interpreted as follows: + // 1. opacity_threshold > 0: binary opacity masking mode + // i.e.: if opacity_value > opacity_threshold we remap opacity_value to 1.0, otherwise to 0.0 + // 2. opacity_threshold == 0: fractional opacity mode. Leaves the opacity_value untouched, + // allowing the renderer to use fractional cutout_opacity values, if it supports this feature + // + // NOTE: when the renderer does not enable 'fractional cutout opacity' it interprets + // cutout_opacity values of 1.0 as opaque and anything below as fully transparent + float local_cutout_opacity = enable_opacity ? + ((opacity_threshold == 0.0) ? + opacity_value : + ((opacity_value >= opacity_threshold) ? 1.0 : 0) + ) : + 1.0; + + + // Surface Properties + color local_reflection_color = get_color(reflection_color_texture, reflection_color, transformed_uvw); + color local_transmission_color = get_color(glass_color_texture, glass_color, transformed_uvw); + + OmniPBRBase::NormalData defaultData(state::normal(), float2(0.f)); + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normal_map_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + normal_map_texture, + normal_map_strength, + flip_tangent_u, + flip_tangent_v, + transformed_uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false, + 1.f, + 0.f, + 0.f, + int2(0), + tex::wrap_repeat, + 30.f + ) : + defaultData; + + float local_roughness = apply_roughness_influence( + roughness_texture, + frosting_roughness, + roughness_texture_influence, + transformed_uvw + ); + float2 local_roughness_squared( + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x), + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y) + ); + + float3 the_normal = normal_data.normal; + + bsdf ggx_1 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_reflection_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_reflect + ); + + bsdf ggx_2 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_transmission_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_transmit + ); + + material_surface local_surface( + ::df::fresnel_layer( + ior: glass_ior, + weight: 1.f, + layer: ggx_1, + base: ggx_2, + normal: the_normal + ), + material_emission() + ); + + + // Volume Properties + color local_volume_absorption = depth; + color local_volume_scattering = color(0.f, 0.f, 0.f); + + material_volume local_volume(vdf(), local_volume_absorption, local_volume_scattering); + + + // Geometry Properties + material_geometry local_geometry(float3(0.f), local_cutout_opacity, the_normal); + +} in material( + thin_walled: local_thin_walled, + surface: local_surface, + ior: local_glass_ior, + volume: local_volume, + geometry: local_geometry +); diff --git a/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/Xray_machine_buckyTable_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/appliance_dishwasher_a01/MANIFEST.json b/assets/broken/appliance_dishwasher_a01/MANIFEST.json new file mode 100644 index 0000000000000000000000000000000000000000..3af35cfdbe68299832aea48ca6ebdabc8f8eab02 --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/MANIFEST.json @@ -0,0 +1,311 @@ +{ + "case_id": "R08", + "entrypoint": "asset.usdc", + "source_repository": "nvidia/simready-assets", + "source_revision": "4763fbfaa4f8e97658e68b57d01b4c86659e08b5", + "source_asset": "appliance_dishwasher_a01", + "licence": "CC-BY-4.0", + "modified_by": "HCLTech Robotics", + "files": [ + { + "path": ".metadata/com.nvidia.simready.root_usds.json", + "size": 67, + "sha256": "22f4d92d2d2e7bbe9a7ae52e4d7467be72ba9adf60ab524cfba743144565710b" + }, + { + "path": "LICENSE-NVIDIA.txt", + "size": 18657, + "sha256": 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a/assets/broken/appliance_dishwasher_a01/NOTICE.md b/assets/broken/appliance_dishwasher_a01/NOTICE.md new file mode 100644 index 0000000000000000000000000000000000000000..c6886b83ad2eababee484e141b52ad67ebd349d9 --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `appliance_dishwasher_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/appliance_dishwasher_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/appliance_dishwasher_a01/asset.usdc b/assets/broken/appliance_dishwasher_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..bd238f28ee84593ba91d3c7941113ff2b47d3e46 --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:62d2f14dadb40fd7faaa7ea0c3647156cacc0d2a91412887c8ab4e2170528b26 +size 78856677 diff --git a/assets/broken/appliance_dishwasher_a01/evidence.json b/assets/broken/appliance_dishwasher_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..039df49837c2370cc3d5a8d0b9206f0f1b0fe6af --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/evidence.json @@ -0,0 +1,371 @@ +{ + "case_id": "R08", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": 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[ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/rack_02_obj_00", + "bounds": [ + [ + -0.2336670025254654, + -0.2572967413288852, + 0.12416399795321809 + ], + [ + 0.21852700272546538, + 0.25806683269912994, + 0.31763854402808533 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/rack_02_obj_00/rack_02_mesh_00", + "properties": { + "physics:centerOfMass": [ + -9.999999747378752e-05, + -0.007189999800175428, + 0.05065000057220459 + ], + "physics:diagonalInertia": [ + 0.3265500068664551, + 0.19732999801635742, + 0.48594000935554504 + ], + "physics:mass": 8.386269569396973, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_door_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/door_01_obj_00/door_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": 0.0, + "physics:upperLimit": 90.0 + } + }, + { + "path": "/RootNode/Joints/joint_blade_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/blade_01_obj_00/blade_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_rack_01_joint_00", + "type": "PhysicsPrismaticJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/rack_01_obj_00/rack_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": 0.0, + "physics:upperLimit": 0.2896299958229065 + } + }, + { + "path": "/RootNode/Joints/joint_rack_02_joint_00", + "type": "PhysicsPrismaticJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/rack_02_obj_00/rack_02_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": 0.0, + "physics:upperLimit": 0.3499999940395355 + } + }, + { + "path": "/RootNode/Joints/joint_basket_01_joint_00", + "type": "PhysicsFixedJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/rack_02_obj_00/rack_02_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/basket_01_obj_00/basket_01_mesh_00" + ] + }, + "motion": {} + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/appliance_dishwasher_a01/instruction.md b/assets/broken/appliance_dishwasher_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..f3749200877a8927def232c578dc34e95f59be7f --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/instruction.md @@ -0,0 +1,9 @@ +# Dishwasher + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A geometry/physics layer mismatch lets the appliance look correct while its internal components obstruct or detach from one another. + +The door opens, both racks translate and the basket follows its intended rack. The spray arm remains attached and rotatable. The cavity and intact materials are preserved. + +No washing, fluid flow or motor-control task. diff --git a/assets/broken/appliance_dishwasher_a01/limits_01.usda b/assets/broken/appliance_dishwasher_a01/limits_01.usda new file mode 100644 index 0000000000000000000000000000000000000000..5f60427176ffbf2749e773776738e9ba7b650bb9 --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/limits_01.usda @@ -0,0 +1,13 @@ +#usda 1.0 + +over "RootNode" +{ + over "Joints" + { + over "joint_rack_02_joint_00" + { + custom float physics:upperLimit = 0.35 + } + } +} + diff --git a/assets/broken/appliance_dishwasher_a01/source/.metadata/LICENSE.txt b/assets/broken/appliance_dishwasher_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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"dependencies": [] + } + }, + { + "FET_033_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [ + { + "FET_031_STANDARD": { + "version": "0.1.0" + } + } + ] + } + } + ] + } + ], + "content_hash": { + "sha256": "11125893d7ac7e35a460bdc0d3c718f4045b05358de26ea24ca251fffd3690c2" + } +} diff --git a/assets/broken/appliance_dishwasher_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json b/assets/broken/appliance_dishwasher_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..d80cceaa714abe557f2926c80d7a902ed6fb35a8 --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json @@ -0,0 +1,35 @@ +{ + "format_version": "1.0", + "profile": "Package", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T21:37:07", + "assets": [ + { + "asset": 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0000000000000000000000000000000000000000..b700938ef3995ab134f73df1c4d67676808f6129 --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/source/simready_usd/Textures/t_rubber_glossy_black_a01_tile_nor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8e3e8e904c19d77a070953b8712d22a532b2d25c95dc2fa755884337d1dfc4a0 +size 8688651 diff --git a/assets/broken/appliance_dishwasher_a01/source/simready_usd/Textures/t_rubber_glossy_black_a01_tile_orm.png b/assets/broken/appliance_dishwasher_a01/source/simready_usd/Textures/t_rubber_glossy_black_a01_tile_orm.png new file mode 100644 index 0000000000000000000000000000000000000000..a378260da93bc91517260b5884f0894be81305a3 --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/source/simready_usd/Textures/t_rubber_glossy_black_a01_tile_orm.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:380c45c7a96f18c5778cbe9dd5dd07c2ef095a6ef43489058d91936a9af8d9cd +size 18410263 diff --git a/assets/broken/appliance_dishwasher_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/appliance_dishwasher_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/appliance_dishwasher_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/appliance_dishwasher_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/appliance_dishwasher_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/appliance_dishwasher_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/appliance_dishwasher_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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modifications + +Derived from NVIDIA SimReady `arm_articulated_support_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/arm_articulated_support_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/arm_articulated_support_a01/asset.usdc b/assets/broken/arm_articulated_support_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..20c2d8be5af0435f781db82972ffe5f4f555927c --- /dev/null +++ b/assets/broken/arm_articulated_support_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a1653dfa6b95784274149ede73d342ee5f1359fa5bff94cb9538f45c13b9ced8 +size 17821968 diff --git a/assets/broken/arm_articulated_support_a01/evidence.json b/assets/broken/arm_articulated_support_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..31068d9915c2c6cffa31886115b3343b9dfb0e0a --- /dev/null +++ b/assets/broken/arm_articulated_support_a01/evidence.json @@ -0,0 +1,509 @@ +{ + "case_id": "R03", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": 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"/RootNode/Geometry/column_01_obj_00/column_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/plate_01_obj_00/plate_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": -0.23868006467819214, + "physics:upperLimit": 0.3343779444694519 + } + }, + { + "path": "/RootNode/Joints/joint_handle_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/column_01_obj_00/column_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/handle_01_obj_00/handle_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": 0.0, + "physics:upperLimit": 90.0 + } + }, + { + "path": "/RootNode/Joints/joint_arm_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/base_01_obj_00/base_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/arm_01_obj_00/arm_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_handle_02_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/column_01_obj_00/column_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/handle_02_obj_00/handle_02_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": -90.0, + "physics:upperLimit": 0.0 + } + }, + { + "path": "/RootNode/Joints/joint_plate_02_joint_00", + "type": "PhysicsPrismaticJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/column_01_obj_00/column_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/plate_02_obj_00/plate_02_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": -0.30742183327674866, + "physics:upperLimit": 0.11748316884040833 + } + }, + { + "path": "/RootNode/Joints/joint_column_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/arm_02_obj_00/arm_02_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/column_01_obj_00/column_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/arm_articulated_support_a01/geometry.usdc b/assets/broken/arm_articulated_support_a01/geometry.usdc new file mode 100644 index 0000000000000000000000000000000000000000..afc4d3b73936196a302a40e424af3afaa6e1cc57 --- /dev/null +++ b/assets/broken/arm_articulated_support_a01/geometry.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fe26824430aa2ea8a019cfb0a57aaf98e1a091c76b2805722b99cf7143878d8d +size 200500 diff --git a/assets/broken/arm_articulated_support_a01/instruction.md b/assets/broken/arm_articulated_support_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..8c3b31a3b6aee90c02547a342fc04ef5b25742cb --- /dev/null +++ b/assets/broken/arm_articulated_support_a01/instruction.md @@ -0,0 +1,9 @@ +# Articulated support arm + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A frame conversion leaves a plausible rest pose but inconsistent joint coordinates throughout a serial mechanism. + +Recover the dependency graph and independent degrees of freedom. Both plate trajectories and handle motions remain correct when the arm is rotated away from its initial pose. + +Require the source's authored mechanism, without inventing an end-effector task. diff --git a/assets/broken/arm_articulated_support_a01/source/.metadata/LICENSE.txt b/assets/broken/arm_articulated_support_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/arm_articulated_support_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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mode 100644 index 0000000000000000000000000000000000000000..b8b03aaba8ddac23264ae849a74d2077b084f11b --- /dev/null +++ b/assets/broken/arm_articulated_support_a01/source/simready_usd/Textures/t_plastic_rough_black_a01_tile_orm.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6277f473ed654861fe5ab49366bb431f3c2f4486dea3389d4111b4b4354b08f5 +size 15783432 diff --git a/assets/broken/arm_articulated_support_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/arm_articulated_support_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/arm_articulated_support_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/arm_articulated_support_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/arm_articulated_support_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/arm_articulated_support_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/arm_articulated_support_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/arm_articulated_support_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/arm_articulated_support_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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a/assets/broken/bed_hospital_standard_a01/NOTICE.md b/assets/broken/bed_hospital_standard_a01/NOTICE.md new file mode 100644 index 0000000000000000000000000000000000000000..eea4971062f09cd09a8fa92c19c83e90187947a9 --- /dev/null +++ b/assets/broken/bed_hospital_standard_a01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `bed_hospital_standard_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/bed_hospital_standard_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/bed_hospital_standard_a01/asset.usdc b/assets/broken/bed_hospital_standard_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..ec4c7f91c9c9ba364dc5d119aa07fa6dae0202e6 --- /dev/null +++ b/assets/broken/bed_hospital_standard_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:93fe2421cd24b4dcc7221a173c208178936dc0d95fb658af27b6b1038798882a +size 41379848 diff --git a/assets/broken/bed_hospital_standard_a01/evidence.json b/assets/broken/bed_hospital_standard_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..90f1620fe33637936b63785af9375584b64ada24 --- /dev/null +++ b/assets/broken/bed_hospital_standard_a01/evidence.json @@ -0,0 +1,607 @@ +{ + "case_id": "R16", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": 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"motion": {} + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/bed_hospital_standard_a01/instruction.md b/assets/broken/bed_hospital_standard_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..19f7d8f25f62ae13cf8e208ac9060530d6b3d66d --- /dev/null +++ b/assets/broken/bed_hospital_standard_a01/instruction.md @@ -0,0 +1,9 @@ +# Hospital bed + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A nested-body export error damages caster topology rather than removing visible parts. + +All four caster/axle chains are restored with correct axes and support contacts. The brake pedal retains its declared travel and the frame remains intact. + +No bed-height, backrest or functioning wheel-brake linkage was established by the inspected layer. diff --git a/assets/broken/bed_hospital_standard_a01/source/.metadata/LICENSE.txt b/assets/broken/bed_hospital_standard_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/bed_hospital_standard_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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0000000000000000000000000000000000000000..39849aaa57e1d4bf1aec8f108f8fc7f7a25232c7 --- /dev/null +++ b/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniGlass.mdl @@ -0,0 +1,261 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; +import ::anno::*; +import ::base::*; +import ::tex::*; + +using OmniGlass_Opacity import OmniGlass_Opacity; +export annotation distill_off(); + + +export material OmniGlass +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("roughness") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = false + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV") + ]] +) +[[ + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass"), + anno::version( 1, 0, 0), + anno::in_group("Base"), + anno::description("Omni Glass Material V2"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += OmniGlass_Opacity( + glass_color: glass_color, + glass_color_texture: glass_color_texture, + frosting_roughness: frosting_roughness, + glass_ior: glass_ior, + thin_walled: thin_walled, + depth: depth, + roughness_texture_influence: roughness_texture_influence, + roughness_texture: roughness_texture, + reflection_color_texture: reflection_color_texture, + reflection_color: reflection_color, + normal_map_texture: normal_map_texture, + normal_map_strength: normal_map_strength, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + enable_opacity: enable_opacity, + cutout_opacity: cutout_opacity, + cutout_opacity_texture: cutout_opacity_texture, + cutout_opacity_mono_source: cutout_opacity_mono_source, + opacity_threshold: opacity_threshold, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale +); \ No newline at end of file diff --git a/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl b/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl new file mode 100644 index 0000000000000000000000000000000000000000..233328a4737ff2f4ba141cb6c0a109ff1772566f --- /dev/null +++ b/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl @@ -0,0 +1,487 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + + +mdl 1.4; + +import ::tex::*; +import ::base::*; +import ::math::*; +import ::anno::*; +import ::df::*; +import ::state::*; +import OmniPBRBase::*; + +const string COPYRIGHT = +" Copyright 1986, 2020 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"; + +export annotation distill_off(); + + +float get_float( + uniform texture_2d t, + float f, + base::texture_coordinate_info uvw, + uniform base::mono_mode mono_source = base::mono_maximum +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + mono_source, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).mono : + f; +} + +color get_color( + uniform texture_2d t, + color c, + base::texture_coordinate_info uvw +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + base::mono_alpha, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).tint : + c; +} + +float apply_roughness_influence( + uniform texture_2d roughness_texture, + float constant_roughness, + float roughness_influence, + base::texture_coordinate_info uvw +) +{ + return math::lerp( + constant_roughness, + get_float(roughness_texture, constant_roughness, uvw), + roughness_influence + ); +} + +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; +} + + +export material OmniGlass_Opacity +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = true + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Scale"), + anno::description("Larger numbers increase the size."), + anno::in_group("UV") + ]] +) +[[ + anno::copyright_notice(COPYRIGHT), + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass Opacity"), + anno::version( 1, 0, 0), + anno::description("Omni Glass Opacity Material"), + anno::in_group("Base"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += let { + // Material Properties + bool local_thin_walled = (tex::texture_isvalid(cutout_opacity_texture) || cutout_opacity != 1.f) ? true : thin_walled; + color local_glass_ior = glass_ior; + + + // UVW Properties + // Generating the texture coordinates for the texture lookups + base::texture_coordinate_system the_system = world_or_object ? + base::texture_coordinate_world : + base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? + base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 + ); + + + // Opacity Properties + float opacity_value = get_float(cutout_opacity_texture, cutout_opacity, transformed_uvw, cutout_opacity_mono_source); + + // The opacity_threshold is interpreted as follows: + // 1. opacity_threshold > 0: binary opacity masking mode + // i.e.: if opacity_value > opacity_threshold we remap opacity_value to 1.0, otherwise to 0.0 + // 2. opacity_threshold == 0: fractional opacity mode. Leaves the opacity_value untouched, + // allowing the renderer to use fractional cutout_opacity values, if it supports this feature + // + // NOTE: when the renderer does not enable 'fractional cutout opacity' it interprets + // cutout_opacity values of 1.0 as opaque and anything below as fully transparent + float local_cutout_opacity = enable_opacity ? + ((opacity_threshold == 0.0) ? + opacity_value : + ((opacity_value >= opacity_threshold) ? 1.0 : 0) + ) : + 1.0; + + + // Surface Properties + color local_reflection_color = get_color(reflection_color_texture, reflection_color, transformed_uvw); + color local_transmission_color = get_color(glass_color_texture, glass_color, transformed_uvw); + + OmniPBRBase::NormalData defaultData(state::normal(), float2(0.f)); + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normal_map_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + normal_map_texture, + normal_map_strength, + flip_tangent_u, + flip_tangent_v, + transformed_uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false, + 1.f, + 0.f, + 0.f, + int2(0), + tex::wrap_repeat, + 30.f + ) : + defaultData; + + float local_roughness = apply_roughness_influence( + roughness_texture, + frosting_roughness, + roughness_texture_influence, + transformed_uvw + ); + float2 local_roughness_squared( + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x), + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y) + ); + + float3 the_normal = normal_data.normal; + + bsdf ggx_1 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_reflection_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_reflect + ); + + bsdf ggx_2 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_transmission_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_transmit + ); + + material_surface local_surface( + ::df::fresnel_layer( + ior: glass_ior, + weight: 1.f, + layer: ggx_1, + base: ggx_2, + normal: the_normal + ), + material_emission() + ); + + + // Volume Properties + color local_volume_absorption = depth; + color local_volume_scattering = color(0.f, 0.f, 0.f); + + material_volume local_volume(vdf(), local_volume_absorption, local_volume_scattering); + + + // Geometry Properties + material_geometry local_geometry(float3(0.f), local_cutout_opacity, the_normal); + +} in material( + thin_walled: local_thin_walled, + surface: local_surface, + ior: local_glass_ior, + volume: local_volume, + geometry: local_geometry +); diff --git a/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/bed_hospital_standard_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/bodyPart_door_assembled_c01/asset.usdc b/assets/broken/bodyPart_door_assembled_c01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..21841cbb57eeb78f5ba0f1654308a320e1b93678 --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:11948899c20bbfc819b3a859fb3497e281388a167ca37e6049dde7b60021c224 +size 14268406 diff --git a/assets/broken/bodyPart_door_assembled_c01/evidence.json b/assets/broken/bodyPart_door_assembled_c01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..1cb5d0d5894c8be7bcd02fe8016a2604435431fd --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/evidence.json @@ -0,0 +1,147 @@ +{ + "case_id": "R22", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/body_01_obj_00", + "bounds": [ + [ + -0.7007248700015839, + -0.402674257771875, + -0.14103594426123658 + ], + [ + -0.36293730143240055, + 0.8931631445718751, + 1.172027021608667 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/body_01_obj_00", + "properties": { + "physics:centerOfMass": [ + 0.0320076160132885, + -0.010605670511722565, + 0.6722712516784668 + ], + "physics:diagonalInertia": [ + 17.708959579467773, + 8.835078239440918, + 10.331863403320312 + ], + "physics:mass": 54.470001220703125, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.0320076160132885, + 0.0968782976269722, + 0.49511584639549255 + ], + "physics:diagonalInertia": [ + 24.855684280395508, + 11.483610153198242, + 14.830079078674316 + ], + "physics:mass": 54.470001220703125, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/glass_01_obj_00", + "bounds": [ + [ + -0.5382430390944941, + -0.17284449937780152, + 0.5679918825870972 + ], + [ + -0.4453663826478882, + 0.7317099570945953, + 0.8333041966206055 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/glass_01_obj_00", + "properties": { + "physics:centerOfMass": [ + 0.04979376867413521, + 0.03479275479912758, + 0.7933807373046875 + ], + "physics:diagonalInertia": [ + 0.18729634582996368, + 0.027665214613080025, + 0.16540952026844025 + ], + "physics:mass": 2.1447999477386475, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/glass_01_obj_00/glass_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.04979376867413521, + 0.03479275479912758, + 0.7933807373046875 + ], + "physics:diagonalInertia": [ + 0.33838069438934326, + 0.027665214613080025, + 0.3164938688278198 + ], + "physics:mass": 2.1447999477386475, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_glass_01_joint_00", + "type": "PhysicsFixedJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/glass_01_obj_00/glass_01_mesh_00" + ] + }, + "motion": {} + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/bodyPart_door_assembled_c01/geometry.usdc b/assets/broken/bodyPart_door_assembled_c01/geometry.usdc new file mode 100644 index 0000000000000000000000000000000000000000..8f2960aabb75fadcbf37e1dba3297eb8b5af7b49 --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/geometry.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1d9948bb070043669587f527c57509c7fa698cd107e8d55398a2b1c70d7fc2a7 +size 383457 diff --git a/assets/broken/bodyPart_door_assembled_c01/instruction.md b/assets/broken/bodyPart_door_assembled_c01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..30709caf99011bdee9565a1f809647279565b4be --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/instruction.md @@ -0,0 +1,9 @@ +# Assembled car door with glass + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A material/composition export separates visual glass from its physical attachment. + +Restore the glass placement, transparency and physical attachment. Transparent surfaces must retain their required collision behaviour, with the door skin and trim preserved. + +The inspected source has no door-opening hinge or window-lift mechanism. diff --git a/assets/broken/bodyPart_door_assembled_c01/source/.metadata/LICENSE.txt b/assets/broken/bodyPart_door_assembled_c01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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[], + "dependencies": [] + } + }, + { + "FET_033_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [ + { + "FET_031_STANDARD": { + "version": "0.1.0" + } + } + ] + } + } + ] + } + ], + "content_hash": { + "sha256": "978995fa198d869fcf113798dacc548db4d6e91e0781d33e4c1db28649ea1c50" + } +} diff --git a/assets/broken/bodyPart_door_assembled_c01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json b/assets/broken/bodyPart_door_assembled_c01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..ff6f188b0b02f71d422c3981436fb2e8d3ccbc6a --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json @@ -0,0 +1,35 @@ +{ + "format_version": "1.0", + "profile": "Package", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T22:24:01", + "assets": [ + { + "asset": 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a/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniGlass.mdl b/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniGlass.mdl new file mode 100644 index 0000000000000000000000000000000000000000..39849aaa57e1d4bf1aec8f108f8fc7f7a25232c7 --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniGlass.mdl @@ -0,0 +1,261 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; +import ::anno::*; +import ::base::*; +import ::tex::*; + +using OmniGlass_Opacity import OmniGlass_Opacity; +export annotation distill_off(); + + +export material OmniGlass +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("roughness") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = false + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV") + ]] +) +[[ + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass"), + anno::version( 1, 0, 0), + anno::in_group("Base"), + anno::description("Omni Glass Material V2"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += OmniGlass_Opacity( + glass_color: glass_color, + glass_color_texture: glass_color_texture, + frosting_roughness: frosting_roughness, + glass_ior: glass_ior, + thin_walled: thin_walled, + depth: depth, + roughness_texture_influence: roughness_texture_influence, + roughness_texture: roughness_texture, + reflection_color_texture: reflection_color_texture, + reflection_color: reflection_color, + normal_map_texture: normal_map_texture, + normal_map_strength: normal_map_strength, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + enable_opacity: enable_opacity, + cutout_opacity: cutout_opacity, + cutout_opacity_texture: cutout_opacity_texture, + cutout_opacity_mono_source: cutout_opacity_mono_source, + opacity_threshold: opacity_threshold, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale +); \ No newline at end of file diff --git a/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl b/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl new file mode 100644 index 0000000000000000000000000000000000000000..233328a4737ff2f4ba141cb6c0a109ff1772566f --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniGlass_Opacity.mdl @@ -0,0 +1,487 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + + +mdl 1.4; + +import ::tex::*; +import ::base::*; +import ::math::*; +import ::anno::*; +import ::df::*; +import ::state::*; +import OmniPBRBase::*; + +const string COPYRIGHT = +" Copyright 1986, 2020 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"; + +export annotation distill_off(); + + +float get_float( + uniform texture_2d t, + float f, + base::texture_coordinate_info uvw, + uniform base::mono_mode mono_source = base::mono_maximum +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + mono_source, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).mono : + f; +} + +color get_color( + uniform texture_2d t, + color c, + base::texture_coordinate_info uvw +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + base::mono_alpha, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).tint : + c; +} + +float apply_roughness_influence( + uniform texture_2d roughness_texture, + float constant_roughness, + float roughness_influence, + base::texture_coordinate_info uvw +) +{ + return math::lerp( + constant_roughness, + get_float(roughness_texture, constant_roughness, uvw), + roughness_influence + ); +} + +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; +} + + +export material OmniGlass_Opacity +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = true + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Scale"), + anno::description("Larger numbers increase the size."), + anno::in_group("UV") + ]] +) +[[ + anno::copyright_notice(COPYRIGHT), + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass Opacity"), + anno::version( 1, 0, 0), + anno::description("Omni Glass Opacity Material"), + anno::in_group("Base"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += let { + // Material Properties + bool local_thin_walled = (tex::texture_isvalid(cutout_opacity_texture) || cutout_opacity != 1.f) ? true : thin_walled; + color local_glass_ior = glass_ior; + + + // UVW Properties + // Generating the texture coordinates for the texture lookups + base::texture_coordinate_system the_system = world_or_object ? + base::texture_coordinate_world : + base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? + base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 + ); + + + // Opacity Properties + float opacity_value = get_float(cutout_opacity_texture, cutout_opacity, transformed_uvw, cutout_opacity_mono_source); + + // The opacity_threshold is interpreted as follows: + // 1. opacity_threshold > 0: binary opacity masking mode + // i.e.: if opacity_value > opacity_threshold we remap opacity_value to 1.0, otherwise to 0.0 + // 2. opacity_threshold == 0: fractional opacity mode. Leaves the opacity_value untouched, + // allowing the renderer to use fractional cutout_opacity values, if it supports this feature + // + // NOTE: when the renderer does not enable 'fractional cutout opacity' it interprets + // cutout_opacity values of 1.0 as opaque and anything below as fully transparent + float local_cutout_opacity = enable_opacity ? + ((opacity_threshold == 0.0) ? + opacity_value : + ((opacity_value >= opacity_threshold) ? 1.0 : 0) + ) : + 1.0; + + + // Surface Properties + color local_reflection_color = get_color(reflection_color_texture, reflection_color, transformed_uvw); + color local_transmission_color = get_color(glass_color_texture, glass_color, transformed_uvw); + + OmniPBRBase::NormalData defaultData(state::normal(), float2(0.f)); + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normal_map_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + normal_map_texture, + normal_map_strength, + flip_tangent_u, + flip_tangent_v, + transformed_uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false, + 1.f, + 0.f, + 0.f, + int2(0), + tex::wrap_repeat, + 30.f + ) : + defaultData; + + float local_roughness = apply_roughness_influence( + roughness_texture, + frosting_roughness, + roughness_texture_influence, + transformed_uvw + ); + float2 local_roughness_squared( + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x), + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y) + ); + + float3 the_normal = normal_data.normal; + + bsdf ggx_1 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_reflection_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_reflect + ); + + bsdf ggx_2 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_transmission_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_transmit + ); + + material_surface local_surface( + ::df::fresnel_layer( + ior: glass_ior, + weight: 1.f, + layer: ggx_1, + base: ggx_2, + normal: the_normal + ), + material_emission() + ); + + + // Volume Properties + color local_volume_absorption = depth; + color local_volume_scattering = color(0.f, 0.f, 0.f); + + material_volume local_volume(vdf(), local_volume_absorption, local_volume_scattering); + + + // Geometry Properties + material_geometry local_geometry(float3(0.f), local_cutout_opacity, the_normal); + +} in material( + thin_walled: local_thin_walled, + surface: local_surface, + ior: local_glass_ior, + volume: local_volume, + geometry: local_geometry +); diff --git a/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/bodyPart_door_assembled_c01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/brakeSystem_brakes_assembly_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/brakeSystem_brakes_assembly_a01/asset.usdc b/assets/broken/brakeSystem_brakes_assembly_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..bcccb464fdd60486f8a838845bba453118a240da --- /dev/null +++ b/assets/broken/brakeSystem_brakes_assembly_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6fb240c8ea6b28f160181ed74159bf3ebcee4bd7bdd70b7b17d04f096c535500 +size 53793748 diff --git a/assets/broken/brakeSystem_brakes_assembly_a01/evidence.json b/assets/broken/brakeSystem_brakes_assembly_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..e20dcc2717507353f840afdecd1dd90f3f4ce47a --- /dev/null +++ b/assets/broken/brakeSystem_brakes_assembly_a01/evidence.json @@ -0,0 +1,127 @@ +{ + "case_id": "R20", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/disc_01_obj_00", + "bounds": [ + [ + -0.014337128028273582, + -0.15857818722724915, + 0.00010871882285615198 + ], + [ + 0.0276136826723814, + 0.15878786146640778, + 0.31746335322703856 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/disc_01_obj_00/disc_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.006299994885921478, + -4.4162163703731494e-08, + 8.920644667398392e-09 + ], + "physics:diagonalInertia": [ + 0.277034193277359, + 0.14437103271484375, + 0.14433817565441132 + ], + "physics:mass": 7.809704303741455, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/caliper_01_obj_00", + "bounds": [ + [ + -0.06557253003120422, + -0.12383854389190674, + 0.26066386699676514 + ], + [ + 0.06593621522188187, + 0.12383852899074554, + 0.33761224150657654 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/caliper_01_obj_00", + "properties": { + "physics:centerOfMass": [ + 0.0, + 0.0, + 0.29318174719810486 + ], + "physics:diagonalInertia": [ + 0.004000000189989805, + 0.004000000189989805, + 0.004000000189989805 + ], + "physics:mass": 1.0, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/caliper_01_obj_00/caliper_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.001500000013038516, + 0.00019999999494757503, + 0.13725000619888306 + ], + "physics:diagonalInertia": [ + 0.04165999963879585, + 0.01696000061929226, + 0.04961000010371208 + ], + "physics:mass": 6.389820098876953, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_caliper_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/caliper_01_obj_00/caliper_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/disc_01_obj_00/disc_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X" + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/brakeSystem_brakes_assembly_a01/instruction.md b/assets/broken/brakeSystem_brakes_assembly_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..711894e4ac91de8591661195b2aa8f4895103620 --- /dev/null +++ b/assets/broken/brakeSystem_brakes_assembly_a01/instruction.md @@ -0,0 +1,9 @@ +# Brake assembly + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +An articulation-root relocation and mass-frame corruption break an otherwise plausible rotor assembly. + +The rotor turns about the geometric hub with proper retention and clearance. The fixture remains stationary as required and mass properties are physically consistent. + +No brake actuation is established. The original authored mass values need qualification before they become reference targets. diff --git a/assets/broken/brakeSystem_brakes_assembly_a01/source/.metadata/LICENSE.txt b/assets/broken/brakeSystem_brakes_assembly_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/brakeSystem_brakes_assembly_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/brakeSystem_brakes_assembly_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/broken/brakeSystem_brakes_assembly_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..29303dfd3e363479b9f77b24aa9c81adaf4ba816 --- /dev/null +++ b/assets/broken/brakeSystem_brakes_assembly_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T23:05:56", + "assets": [ + { + "asset": "simready_usd/sm_brakeSystem_brakes_assembly_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + 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new file mode 100644 index 0000000000000000000000000000000000000000..fdd32a9c37137d8a1ae647d7f76bfc73c1c727db --- /dev/null +++ b/assets/broken/brakeSystem_brakes_assembly_a01/source/simready_usd/source_assets/.thumbs/512x512/t_rubber_glossy_black_a01_tile_orm.png.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c4230b500d567f1aef30bae49d134642d5fad88eb3793e3505c45cdf4e1e83a1 +size 265270 diff --git a/assets/broken/brakeSystem_brakes_assembly_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/brakeSystem_brakes_assembly_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/brakeSystem_brakes_assembly_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/brakeSystem_brakes_assembly_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/brakeSystem_brakes_assembly_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/brakeSystem_brakes_assembly_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/brakeSystem_brakes_assembly_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/brakeSystem_brakes_assembly_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/brakeSystem_brakes_assembly_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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sha256:380c45c7a96f18c5778cbe9dd5dd07c2ef095a6ef43489058d91936a9af8d9cd +size 18410263 diff --git a/assets/broken/chair_patient_mobile_a01/.metadata/com.nvidia.simready.root_usds.json b/assets/broken/chair_patient_mobile_a01/.metadata/com.nvidia.simready.root_usds.json new file mode 100644 index 0000000000000000000000000000000000000000..88360d1a1fa865b77f0b0e8ae27b164a2876642a --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/.metadata/com.nvidia.simready.root_usds.json @@ -0,0 +1,6 @@ +{ + "format_version": "1.0", + "entries": [ + "asset.usdc" + ] +} diff --git a/assets/broken/chair_patient_mobile_a01/LICENSE-NVIDIA.txt b/assets/broken/chair_patient_mobile_a01/LICENSE-NVIDIA.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/chair_patient_mobile_a01/MANIFEST.json b/assets/broken/chair_patient_mobile_a01/MANIFEST.json new file mode 100644 index 0000000000000000000000000000000000000000..4e48d4d162f3224c7f76e6526816ca755df48a2b --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/MANIFEST.json @@ -0,0 +1,351 @@ +{ + "case_id": "R17", + "entrypoint": "asset.usdc", + "source_repository": "nvidia/simready-assets", + "source_revision": "4763fbfaa4f8e97658e68b57d01b4c86659e08b5", + "source_asset": "chair_patient_mobile_a01", + "licence": "CC-BY-4.0", + "modified_by": "HCLTech Robotics", + "files": [ + { + "path": ".metadata/com.nvidia.simready.root_usds.json", + "size": 67, + "sha256": "22f4d92d2d2e7bbe9a7ae52e4d7467be72ba9adf60ab524cfba743144565710b" + }, + { + "path": "LICENSE-NVIDIA.txt", + "size": 18657, + "sha256": 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licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/chair_patient_mobile_a01/asset.usdc b/assets/broken/chair_patient_mobile_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..b1ef2e2205ae1837369b4e8984694a52d04d811e --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:88f0b09a3e40543d825f70786605495764a2c21add733efd1bbeb93a2ef30b5b +size 73924369 diff --git a/assets/broken/chair_patient_mobile_a01/evidence.json b/assets/broken/chair_patient_mobile_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..a301aef505bcaa4536320a859671e2c4f8ac0ab6 --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/evidence.json @@ -0,0 +1,499 @@ +{ + "case_id": "R17", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": 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"body0": [ + "/RootNode/Geometry/tireBase_01_obj_00/tireBase_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/tire_01_obj_00/tire_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_tireBase_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/seat_01_obj_00/seat_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/tireBase_01_obj_00/tireBase_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_tireBase_04_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/seat_01_obj_00/seat_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/tireBase_04_obj_00/tireBase_04_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_tire_04_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/tireBase_04_obj_00/tireBase_04_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/tire_04_obj_00/tire_04_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_tire_02_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/tireBase_02_obj_00/tireBase_02_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/tire_02_obj_00/tire_02_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_tireBase_02_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/seat_01_obj_00/seat_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/tireBase_02_obj_00/tireBase_02_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/chair_patient_mobile_a01/geometry.usdc b/assets/broken/chair_patient_mobile_a01/geometry.usdc new file mode 100644 index 0000000000000000000000000000000000000000..10bb253ab411fec7c93afd2cd838742b9ecdf00a --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/geometry.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4f290229adb6ff6cb77fb7d5f41efc9eb72d7a061f6e4364bdcb6c7dabd80f54 +size 671526 diff --git a/assets/broken/chair_patient_mobile_a01/instruction.md b/assets/broken/chair_patient_mobile_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..5eac023b2013d889ab1d80b9ba7c85f9f78f06d5 --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/instruction.md @@ -0,0 +1,9 @@ +# Mobile patient chair + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +One repeated wheel component is lost while its physics references survive. + +Reconstruct the missing tyre and restore four correct caster/axle chains. Contact radii agree with visible geometry and the intact chair is preserved. + +This case tests repeated-part reconstruction. The bed case tests hierarchy repair, so they should not use the same corruption recipe. diff --git a/assets/broken/chair_patient_mobile_a01/source/.metadata/LICENSE.txt b/assets/broken/chair_patient_mobile_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. 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If the provision + cannot be reformed, it shall be severed from this Public License + without affecting the enforceability of the remaining terms and + conditions. + + c. No term or condition of this Public License will be waived and no + failure to comply consented to unless expressly agreed to by the + Licensor. + + d. Nothing in this Public License constitutes or may be interpreted + as a limitation upon, or waiver of, any privileges and immunities + that apply to the Licensor or You, including from the legal + processes of any jurisdiction or authority. + + +======================================================================= + +Creative Commons is not a party to its public +licenses. Notwithstanding, Creative Commons may elect to apply one of +its public licenses to material it publishes and in those instances +will be considered the “Licensor.” The text of the Creative Commons +public licenses is dedicated to the public domain under the CC0 Public +Domain Dedication. Except for the limited purpose of indicating that +material is shared under a Creative Commons public license or as +otherwise permitted by the Creative Commons policies published at +creativecommons.org/policies, Creative Commons does not authorize the +use of the trademark "Creative Commons" or any other trademark or logo +of Creative Commons without its prior written consent including, +without limitation, in connection with any unauthorized modifications +to any of its public licenses or any other arrangements, +understandings, or agreements concerning use of licensed material. For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/chair_patient_mobile_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/broken/chair_patient_mobile_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..873b87b40cfe9769407ab44ae782d60e5519a367 --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T23:27:43", + "assets": [ + { + "asset": "simready_usd/sm_chair_patient_mobile_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + 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b/assets/broken/chair_patient_mobile_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/chair_patient_mobile_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/chair_patient_mobile_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/chair_patient_mobile_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/chair_patient_mobile_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/chair_patient_mobile_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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} + ] +} diff --git a/assets/broken/climate_shopFan_pedestal_a01/NOTICE.md b/assets/broken/climate_shopFan_pedestal_a01/NOTICE.md new file mode 100644 index 0000000000000000000000000000000000000000..cb8a5ef5025ac49191c794e62dada30030de1498 --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `climate_shopFan_pedestal_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/climate_shopFan_pedestal_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/climate_shopFan_pedestal_a01/asset.usdc b/assets/broken/climate_shopFan_pedestal_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..c63716a36cf2148c5c72dbc4c3e6e346dc3fd685 --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:cb6a9eee40ea14d27d59c727acd2b60805df9e30128e7735072f46d14b59f0cc +size 40497247 diff --git a/assets/broken/climate_shopFan_pedestal_a01/evidence.json b/assets/broken/climate_shopFan_pedestal_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..7fba78ebfcd78d2a943183529c27a96992bf42ec --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/evidence.json @@ -0,0 +1,241 @@ +{ + "case_id": "R11", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/base_01_obj_00", + "bounds": [ + [ + -0.22607524693012238, + -0.2260541468858719, + 2.864471298380522e-06 + ], + [ + 0.22607524693012238, + 0.22607524693012238, + 0.9049485325813293 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/base_01_obj_00/base_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.00030140424496494234, + 0.0021883747540414333, + 0.20000000298023224 + ], + "physics:diagonalInertia": [ + 0.20000000298023224, + 0.20000000298023224, + 0.20000000298023224 + ], + "physics:mass": 4.0, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/mid_base_01_obj_00", + "bounds": [ + [ + -0.03531829640269284, + -0.03531303325171575, + 0.9049836993 + ], + [ + 0.035318296402692746, + 0.03531303188328638, + 1.0877498388072937 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/mid_base_01_obj_00/mid_base_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -1.909111233544536e-05, + 7.241854291351046e-06, + 0.1446743905544281 + ], + "physics:diagonalInertia": [ + 0.0006562693160958588, + 0.0006579571054317057, + 0.00010660468979040161 + ], + "physics:mass": 0.10107661038637161, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/blade_01_obj_00", + "bounds": [ + [ + 0.1352922320516815, + -0.19189653755168723, + 0.922015428650818 + ], + [ + 0.1875490248354187, + 0.1554137968923588, + 1.2802032233361818 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/blade_01_obj_00/blade_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.003869982436299324, + -0.0001731466909404844, + -0.00012545847857836634 + ], + "physics:diagonalInertia": [ + 0.005313847679644823, + 0.002700707409530878, + 0.0027007516473531723 + ], + "physics:mass": 0.35400617122650146, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/frame_01_obj_00", + "bounds": [ + [ + -0.09325430542230606, + -0.21528086066246033, + 0.8847327232587892 + ], + [ + 0.2043471485376358, + 0.21419362723827362, + 1.314207196258362 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/frame_01_obj_00", + "properties": { + "physics:centerOfMass": [ + 0.09124205261468887, + -0.00052195496391505, + 0.024867767468094826 + ], + "physics:diagonalInertia": [ + 0.018258895725011826, + 0.02595175802707672, + 0.025934860110282898 + ], + "physics:mass": 1.0, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/frame_01_obj_00/frame_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.09124205261468887, + -0.00052195496391505, + 0.024867767468094826 + ], + "physics:diagonalInertia": [ + 0.06473385542631149, + 0.04915706813335419, + 0.0492045097053051 + ], + "physics:mass": 1.0, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_mid_base_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/base_01_obj_00/base_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/mid_base_01_obj_00/mid_base_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_frame_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/mid_base_01_obj_00/mid_base_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/frame_01_obj_00/frame_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": -6.864389896392822, + "physics:upperLimit": 3.5 + } + }, + { + "path": "/RootNode/Joints/joint_blade_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/frame_01_obj_00/frame_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/blade_01_obj_00/blade_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/climate_shopFan_pedestal_a01/instruction.md b/assets/broken/climate_shopFan_pedestal_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..8e3962dc2b19223527fdf6951bbc71ef616921ad --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/instruction.md @@ -0,0 +1,9 @@ +# Pedestal fan + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A frame/material conversion makes a correct-looking fan mechanically inconsistent. + +Yaw, tilt and blade rotation remain independent and correctly aligned. The full permitted sweep has appropriate clearance, with the guard and appearance preserved. + +No aerodynamic or electrical performance requirement. diff --git a/assets/broken/climate_shopFan_pedestal_a01/limits_01.usda b/assets/broken/climate_shopFan_pedestal_a01/limits_01.usda new file mode 100644 index 0000000000000000000000000000000000000000..817883a865537a598c5ff83accaf53e6b6b33a11 --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/limits_01.usda @@ -0,0 +1,14 @@ +#usda 1.0 + +over "RootNode" +{ + over "Joints" + { + over "joint_frame_01_joint_00" + { + custom float physics:lowerLimit = -6.86439 + custom float physics:upperLimit = 3.5 + } + } +} + diff --git a/assets/broken/climate_shopFan_pedestal_a01/limits_02.usda b/assets/broken/climate_shopFan_pedestal_a01/limits_02.usda new file mode 100644 index 0000000000000000000000000000000000000000..87cca16dd7dccc4dc6d0963195ea2752efeaf519 --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/limits_02.usda @@ -0,0 +1,14 @@ +#usda 1.0 + +over "RootNode" +{ + over "Joints" + { + over "joint_mid_base_01_joint_00" + { + custom float physics:lowerLimit = -inf + custom float physics:upperLimit = inf + } + } +} + diff --git a/assets/broken/climate_shopFan_pedestal_a01/source/.metadata/LICENSE.txt b/assets/broken/climate_shopFan_pedestal_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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+/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_alb.png b/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_alb.png new file mode 100644 index 0000000000000000000000000000000000000000..b833f5c2016256999e17cc9121e16856633118a8 --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_alb.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b6d2ceff7029ee26d0ee88c3e409c07acc57b5142916a99de7bbcdee7ebb8b82 +size 1637730 diff --git a/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_nor.png b/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_nor.png new file mode 100644 index 0000000000000000000000000000000000000000..357a82b8ff695c8583eb1ee4c1b35f74f7de0a5e --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_nor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b7d34f59a6d584d08d707710275aba59ad0b34368ae0753529db3948ed30f8a8 +size 8109327 diff --git a/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_orm.png b/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_orm.png new file mode 100644 index 0000000000000000000000000000000000000000..d55c6b6cacbb3506c285928c1f7345366beba393 --- /dev/null +++ b/assets/broken/climate_shopFan_pedestal_a01/source/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_orm.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f938b2b8fd30af749c282ff4589b26d82606f7e8dea3304759aea0f42d05f0ec +size 7456099 diff --git a/assets/broken/conveyor_belt_a47/.metadata/com.nvidia.simready.root_usds.json b/assets/broken/conveyor_belt_a47/.metadata/com.nvidia.simready.root_usds.json new file mode 100644 index 0000000000000000000000000000000000000000..88360d1a1fa865b77f0b0e8ae27b164a2876642a --- /dev/null +++ b/assets/broken/conveyor_belt_a47/.metadata/com.nvidia.simready.root_usds.json @@ -0,0 +1,6 @@ +{ + "format_version": "1.0", + "entries": [ + "asset.usdc" + ] +} diff --git a/assets/broken/conveyor_belt_a47/LICENSE-NVIDIA.txt b/assets/broken/conveyor_belt_a47/LICENSE-NVIDIA.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/conveyor_belt_a47/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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+# Attribution and modifications + +Derived from NVIDIA SimReady `conveyor_belt_a47` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/conveyor_belt_a47 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. 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"type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller69_a47_obj_00/sm_roller69_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller21_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller21_a47_obj_00/sm_roller21_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller06_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + 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} + }, + { + "path": "/RootNode/Joints/joint_sm_roller39_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller39_a47_obj_00/sm_roller39_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller59_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller59_a47_obj_00/sm_roller59_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller51_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller51_a47_obj_00/sm_roller51_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller78_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller78_a47_obj_00/sm_roller78_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller41_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller41_a47_obj_00/sm_roller41_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller53_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller53_a47_obj_00/sm_roller53_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller50_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller50_a47_obj_00/sm_roller50_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller62_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller62_a47_obj_00/sm_roller62_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller04_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller04_a47_obj_00/sm_roller04_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_roller66_a47_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_roller66_a47_obj_00/sm_roller66_a47_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_conveyor_belt_a47_joint_00", + "type": "PhysicsFixedJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_conveyor_belt_a47_obj_00/sm_conveyor_belt_a47_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_button02_a47_obj_00/sm_button02_a47_mesh_00" + ] + }, + "motion": {} + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/conveyor_belt_a47/geometry.usdc b/assets/broken/conveyor_belt_a47/geometry.usdc new file mode 100644 index 0000000000000000000000000000000000000000..3ca189664ad16d305abd6fe0d81d5f886109d8d7 Binary files /dev/null and b/assets/broken/conveyor_belt_a47/geometry.usdc differ diff --git a/assets/broken/conveyor_belt_a47/instruction.md b/assets/broken/conveyor_belt_a47/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..4249e8daee2635c09c81e02378c2bfc33820aca3 --- /dev/null +++ b/assets/broken/conveyor_belt_a47/instruction.md @@ -0,0 +1,9 @@ +# Roller conveyor + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +An instancing/export error corrupts a small subset of a highly repeated assembly. + +Recover all 79 correctly placed and attached rollers, with their intended independent axes and clearances. A correct body count with incorrect spatial correspondence fails. + +The inspected layer does not establish motor drives or belt transport. Test roller mechanics, not an invented powered conveyor. diff --git a/assets/broken/conveyor_belt_a47/source/.metadata/LICENSE.txt b/assets/broken/conveyor_belt_a47/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/conveyor_belt_a47/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/conveyor_belt_a47/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/broken/conveyor_belt_a47/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..49b9e5187274fa9f46fd9f65c67c57447e4c32e0 --- /dev/null +++ b/assets/broken/conveyor_belt_a47/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T20:50:04", + "assets": [ + { + "asset": "simready_usd/sm_conveyor_belt_a47_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [] + } + }, + { + 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https://git-lfs.github.com/spec/v1 +oid sha256:20fe51937828869ed01a3fdd330de761802d080dbe052250f2a26720d1f73335 +size 3254657 diff --git a/assets/broken/conveyor_belt_a47/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/conveyor_belt_a47/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/conveyor_belt_a47/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/conveyor_belt_a47/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/conveyor_belt_a47/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/conveyor_belt_a47/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/conveyor_belt_a47/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/conveyor_belt_a47/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/conveyor_belt_a47/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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`4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/drum_plastic_nesting_a02 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/drum_plastic_nesting_a02/asset.usdc b/assets/broken/drum_plastic_nesting_a02/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..cb3caf543078b48128a2aba95b862731c64a3d3f --- /dev/null +++ b/assets/broken/drum_plastic_nesting_a02/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:477d9e82eb6419e502a5067617f3d30e10a0720bdf2a1eb76caff706c8df66c5 +size 3020722 diff --git a/assets/broken/drum_plastic_nesting_a02/evidence.json b/assets/broken/drum_plastic_nesting_a02/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..58b230aa0ccf9882809c50081d28f438e4a7a241 --- /dev/null +++ b/assets/broken/drum_plastic_nesting_a02/evidence.json @@ -0,0 +1,147 @@ +{ + "case_id": "R24", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/sm_drum_a02_obj_00", + "bounds": [ + [ + -0.3002351224422455, + -0.30023515224456787, + 1.6911083947856052e-06 + ], + [ + 0.3002351224422455, + 0.3002351224422455, + 0.9902455766255117 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/sm_drum_a02_obj_00", + "properties": { + "physics:centerOfMass": [ + 1.965634055522969e-08, + -4.342970783000055e-08, + 0.2892122268676758 + ], + "physics:diagonalInertia": [ + 1.0594737529754639, + 1.0527315139770508, + 0.5118862390518188 + ], + "physics:mass": 8.052430152893066, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/sm_drum_a02_obj_00/sm_drum_a02_mesh_00", + "properties": { + "physics:centerOfMass": [ + 1.965634055522969e-08, + -4.342970783000055e-08, + 0.6967994570732117 + ], + "physics:diagonalInertia": [ + 1.0594737529754639, + 1.0527315139770508, + 0.5118862390518188 + ], + "physics:mass": 8.052430152893066, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/sm_drum_lid_a02_obj_00", + "bounds": [ + [ + -0.4062360945361131, + -0.40390969344632344, + 0.9534845948368591 + ], + [ + 0.39947400262068766, + 0.40563328534933835, + 0.9966057613641304 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/sm_drum_lid_a02_obj_00", + "properties": { + "physics:centerOfMass": [ + -0.010252336040139198, + 0.0125733008608222, + 2.715049447488127e-07 + ], + "physics:diagonalInertia": [ + 0.07003983855247498, + 0.055683840066194534, + 0.12488344311714172 + ], + "physics:mass": 1.9794270992279053, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/sm_drum_lid_a02_obj_00/sm_drum_lid_a02_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.04992710426449776, + -0.09620114415884018, + 2.715049447488127e-07 + ], + "physics:diagonalInertia": [ + 0.07003983855247498, + 0.055683836340904236, + 0.12488343566656113 + ], + "physics:mass": 1.9794270992279053, + "physics:principalAxes": [ + 0.9779301881790161, + 0.0, + 0.0, + -0.20893196761608124 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_sm_drum_lid_a02_joint_00", + "type": "PhysicsFixedJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_drum_a02_obj_00/sm_drum_a02_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_drum_lid_a02_obj_00/sm_drum_lid_a02_mesh_00" + ] + }, + "motion": {} + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/drum_plastic_nesting_a02/instruction.md b/assets/broken/drum_plastic_nesting_a02/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..847b087d4b9efe5c6e3bd16db5cefa0f48a12cc1 --- /dev/null +++ b/assets/broken/drum_plastic_nesting_a02/instruction.md @@ -0,0 +1,9 @@ +# Nesting drum with lid + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A hollow-object export produces a visually convincing but physically solid drum. + +Recover the cavity, rim fit, shell geometry and mass properties. The lid remains correctly attached in the closed configuration. If the canonical case includes nesting, verify the stated depth using its supplied open configuration. + +The native lid is fixed. An open/nesting configuration is explicit benchmark preparation, not an existing mechanism inferred from the name. diff --git a/assets/broken/drum_plastic_nesting_a02/source/.metadata/LICENSE.txt b/assets/broken/drum_plastic_nesting_a02/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/drum_plastic_nesting_a02/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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"dependencies": [] + } + }, + { + "FET_033_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [ + { + "FET_031_STANDARD": { + "version": "0.1.0" + } + } + ] + } + } + ] + } + ], + "content_hash": { + "sha256": "c0f9665fb5346991754e0b67f48199e574a5e52187f93dc449b4d6e9a69d548b" + } +} diff --git a/assets/broken/drum_plastic_nesting_a02/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json b/assets/broken/drum_plastic_nesting_a02/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..fb545d3c929e199e2a02209469dd67c959a4d05b --- /dev/null +++ b/assets/broken/drum_plastic_nesting_a02/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json @@ -0,0 +1,35 @@ +{ + "format_version": "1.0", + "profile": "Package", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T01:13:09", + "assets": [ + { + "asset": 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https://git-lfs.github.com/spec/v1 +oid sha256:43822bd5794bdd3f88fd23b7bc51cb964fe790816ce42ec05894239f9850286e +size 589251 diff --git a/assets/broken/drum_plastic_nesting_a02/source/simready_usd/Textures/T_Plastic_Glossy_White_A_ORM.png b/assets/broken/drum_plastic_nesting_a02/source/simready_usd/Textures/T_Plastic_Glossy_White_A_ORM.png new file mode 100644 index 0000000000000000000000000000000000000000..91742f2d88011c6a336a2c1e7c034530e5d45a67 --- /dev/null +++ b/assets/broken/drum_plastic_nesting_a02/source/simready_usd/Textures/T_Plastic_Glossy_White_A_ORM.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bcfca209c1dfadea93972b27a7d11d84366679f90e0e26bc6152f3e4abe281ac +size 3063120 diff --git a/assets/broken/drum_plastic_nesting_a02/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/drum_plastic_nesting_a02/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/drum_plastic_nesting_a02/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/drum_plastic_nesting_a02/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/drum_plastic_nesting_a02/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/drum_plastic_nesting_a02/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/drum_plastic_nesting_a02/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/drum_plastic_nesting_a02/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/drum_plastic_nesting_a02/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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0000000000000000000000000000000000000000..76ac293da2af3177f3f6e8452c3850b6782a1a61 --- /dev/null +++ b/assets/broken/engineAssembly_v6_engine_a01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `engineAssembly_v6_engine_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/engineAssembly_v6_engine_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/engineAssembly_v6_engine_a01/asset.usdc b/assets/broken/engineAssembly_v6_engine_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..a730f9ea20adb8d7792f6050a14ba2cbe6ea8fdd --- /dev/null +++ b/assets/broken/engineAssembly_v6_engine_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:19d4a624c2ccb9f3df5c338fa0f84414b845d5d3a6cb8d54a17c9d34642fce9a +size 187619079 diff --git a/assets/broken/engineAssembly_v6_engine_a01/evidence.json b/assets/broken/engineAssembly_v6_engine_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..ca271f5b2c58870a513c34a417b5808d2a168ac5 --- /dev/null +++ b/assets/broken/engineAssembly_v6_engine_a01/evidence.json @@ -0,0 +1,103 @@ +{ + "case_id": "R25", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/engine_01_obj_00", + "bounds": [ + [ + -0.4600659348070595, + -0.518865011632447, + 0.10269060730901611 + ], + [ + 0.5236930809915092, + 0.5671850219368889, + 0.9567128121849622 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/engine_01_obj_00/engine_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.05154021084308624, + 0.06365182250738144, + 0.4881182909011841 + ], + "physics:diagonalInertia": [ + 43.03289031982422, + 54.606266021728516, + 61.27565002441406 + ], + "physics:mass": 189.5154571533203, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/engine_02_obj_00", + "bounds": [ + [ + -0.4538955204188849, + -0.5195384621620158, + -0.0014349864797176095 + ], + [ + 0.5075427182018731, + 0.5632678866386434, + 0.9691494107245027 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/engine_02_obj_00/engine_02_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.05300874635577202, + 0.14072079956531525, + 0.5862841010093689 + ], + "physics:diagonalInertia": [ + 126.9454345703125, + 115.5631332397461, + 133.32388305664062 + ], + "physics:mass": 282.3940124511719, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_engine_02_joint_00", + "type": "PhysicsFixedJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/engine_01_obj_00/engine_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/engine_02_obj_00/engine_02_mesh_00" + ] + }, + "motion": {} + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/engineAssembly_v6_engine_a01/geometry.usdc b/assets/broken/engineAssembly_v6_engine_a01/geometry.usdc new file mode 100644 index 0000000000000000000000000000000000000000..e066fffce4da40cbbb30014657cce7f1b8e6627b --- /dev/null +++ b/assets/broken/engineAssembly_v6_engine_a01/geometry.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f86bffc4aaedf7b589c1b863941017870aed46381db3dc9885808dfa4508f943 +size 115241752 diff --git a/assets/broken/engineAssembly_v6_engine_a01/instruction.md b/assets/broken/engineAssembly_v6_engine_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..62e88eaf07578ab6843ecaee6b8b43d1e11a6771 --- /dev/null +++ b/assets/broken/engineAssembly_v6_engine_a01/instruction.md @@ -0,0 +1,9 @@ +# V6 engine assembly + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A large, materially complex rigid assembly suffers a partial dependency and material-binding failure. + +Restore the complete rigid assembly, material assignments, attachment and essential openings. Preserve the high-detail geometry and satisfy the declared mass constraints. + +Treat this as rigid assembly repair. No pistons, crankshaft rotation, combustion or fluid simulation. diff --git a/assets/broken/engineAssembly_v6_engine_a01/source/.metadata/LICENSE.txt b/assets/broken/engineAssembly_v6_engine_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/engineAssembly_v6_engine_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/engineAssembly_v6_engine_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/broken/engineAssembly_v6_engine_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..fb64e03da67baac1c4391c6b77ebf7fc2cb66a8c --- /dev/null +++ b/assets/broken/engineAssembly_v6_engine_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T23:08:13", + "assets": [ + { + "asset": "simready_usd/sm_engineAssembly_v6_engine_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + 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https://git-lfs.github.com/spec/v1 +oid sha256:690dff4cc69d6832e744e946e9eb6d3d7eee62b11b4cf1e28dce9cb22faccb1c +size 324643 diff --git a/assets/broken/engineAssembly_v6_engine_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/engineAssembly_v6_engine_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/engineAssembly_v6_engine_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/engineAssembly_v6_engine_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/engineAssembly_v6_engine_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/engineAssembly_v6_engine_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/engineAssembly_v6_engine_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/engineAssembly_v6_engine_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/engineAssembly_v6_engine_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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"source/simready_usd/source_assets/t_benchVise_blue_a01_alb.png", + "size": 19923975, + "sha256": "2b066f56e08b8eba0ce4a9806089095ddca40da0fec99bf0fef4f59634929a40" + }, + { + "path": "source/simready_usd/source_assets/t_benchVise_blue_a01_nor.png", + "size": 18664087, + "sha256": "0a22b214c59b4717190e9408cc3095652fe61deb60a18c2351307d839e1dc6a2" + }, + { + "path": "source/simready_usd/source_assets/t_benchVise_blue_a01_orm.png", + "size": 18853037, + "sha256": "5bc03ccb20d8516556dac3e1dc66f1fb6e3795193a53103a9708e51421543cc6" + } + ] +} diff --git a/assets/broken/equipment_bench_vise_a01/NOTICE.md b/assets/broken/equipment_bench_vise_a01/NOTICE.md new file mode 100644 index 0000000000000000000000000000000000000000..f37b5cf80cb53191f44723009f56df617ece6cdb --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `equipment_bench_vise_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/equipment_bench_vise_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/equipment_bench_vise_a01/asset.usdc b/assets/broken/equipment_bench_vise_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..0bcea4167ae9aad7bf534cb3c69c5bf201ba8982 --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5d1eb9db5f94a03e9498b49e11dc2dcd329c1bd1830432097421d3db892001b2 +size 5324216 diff --git a/assets/broken/equipment_bench_vise_a01/evidence.json b/assets/broken/equipment_bench_vise_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..f8614dde5e8c9c1c037964a2496f9c51b97af6f6 --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/evidence.json @@ -0,0 +1,341 @@ +{ + "case_id": "R12", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/screw_01_obj_00", + "bounds": [ + [ + -0.042385533452501525, + -0.01258402914386226, + 0.07047451287753723 + ], + [ + 0.20797447860194185, + 0.013267594011314379, + 0.09632614255197189 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/screw_01_obj_00", + "properties": { + "physics:centerOfMass": [ + -0.027288762852549553, + 0.00010021110938396305, + 5.4433345212601125e-05 + ], + "physics:diagonalInertia": [ + 3.2930332963587716e-05, + 0.002340003615245223, + 0.0023389698471874 + ], + "physics:mass": 0.4968980848789215, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/screw_01_obj_00/screw_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.09481331706047058, + 0.00010021110938396305, + 5.4433345212601125e-05 + ], + "physics:diagonalInertia": [ + 3.2930332963587716e-05, + 0.006777362432330847, + 0.006776328664273024 + ], + "physics:mass": 0.4968980848789215, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/stationaryJaw_01_obj_00", + "bounds": [ + [ + -0.07726695388555527, + -0.07687632739543915, + 0.016940129924289206 + ], + [ + 0.12052129954099655, + 0.07755991816520691, + 0.18034500629054687 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/stationaryJaw_01_obj_00", + "properties": { + "physics:centerOfMass": [ + 0.012269971892237663, + -0.00392257422208786, + 0.10910084843635559 + ], + "physics:diagonalInertia": [ + 0.024494534358382225, + 0.019534915685653687, + 0.02240147441625595 + ], + "physics:mass": 5.7530670166015625, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/stationaryJaw_01_obj_00/stationaryJaw_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.06396471709012985, + -0.00392257422208786, + 0.10910085588693619 + ], + "physics:diagonalInertia": [ + 0.033254459500312805, + 0.0451175831258297, + 0.10000000149011612 + ], + "physics:mass": 5.7530670166015625, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/slidingJaw_01_obj_00", + "bounds": [ + [ + -0.05543832481311005, + -0.07035579346123709, + 0.054219760041631315 + ], + [ + 0.18815831839634733, + 0.07103937305506693, + 0.18034501377860412 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/slidingJaw_01_obj_00", + "properties": { + "physics:centerOfMass": [ + -0.10234525799751282, + -9.216936632583383e-06, + -0.017392734065651894 + ], + "physics:diagonalInertia": [ + 0.0034458476584404707, + 0.013497975654900074, + 0.014210601337254047 + ], + "physics:mass": 4.075945854187012, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/slidingJaw_01_obj_00/slidingJaw_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.037699148058891296, + -9.216936632583383e-06, + 0.05238252505660057 + ], + "physics:diagonalInertia": [ + 0.020221570506691933, + 0.03948698565363884, + 0.10000000149011612 + ], + "physics:mass": 4.075945854187012, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/handle_01_obj_00", + "bounds": [ + [ + 0.18864810465354767, + -0.10443942993833438, + 0.07620629668561035 + ], + [ + 0.20303615926284638, + 0.10820306837604626, + 0.09059433639374787 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/handle_01_obj_00/handle_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -1.9559189240681008e-05, + -0.002699523465707898, + 1.2837189387937542e-05 + ], + "physics:diagonalInertia": [ + 0.0005400203517638147, + 8.165652616298757e-06, + 0.0005400159861892462 + ], + "physics:mass": 0.2682821452617645, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/body_01_obj_00", + "bounds": [ + [ + -0.1164101273279835, + -0.11604453297331939, + 7.910188287917206e-05 + ], + [ + 0.11636600787823903, + 0.11673160223290314, + 0.02740587387234393 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -5.2711216994794086e-05, + 0.0003575986484065652, + 0.014825569465756416 + ], + "physics:diagonalInertia": [ + 0.006922384258359671, + 0.00796092115342617, + 0.014140034094452858 + ], + "physics:mass": 5.0, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_screw_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/slidingJaw_01_obj_00/slidingJaw_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/screw_01_obj_00/screw_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_stationaryJaw_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/stationaryJaw_01_obj_00/stationaryJaw_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_handle_01_joint_00", + "type": "PhysicsPrismaticJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/screw_01_obj_00/screw_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/handle_01_obj_00/handle_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": -0.08241850137710571, + "physics:upperLimit": 0.07883550226688385 + } + }, + { + "path": "/RootNode/Joints/joint_slidingJaw_01_joint_00", + "type": "PhysicsPrismaticJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/stationaryJaw_01_obj_00/stationaryJaw_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/slidingJaw_01_obj_00/slidingJaw_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": -0.04491255059838295, + "physics:upperLimit": 0.05526244640350342 + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/equipment_bench_vise_a01/instruction.md b/assets/broken/equipment_bench_vise_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..f1112c12c9bb7895600adb098794c374d9a85f60 --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/instruction.md @@ -0,0 +1,9 @@ +# Bench vise + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +The jaw/screw/handle assembly loses consistent axes after a partial transform bake. + +The authored degrees of freedom and jaw clearance are recovered. Jaw faces remain aligned throughout travel and intact components remain attached. + +Do not add a screw-pitch coupling unless it is separately verified in the qualified source. diff --git a/assets/broken/equipment_bench_vise_a01/source/.metadata/LICENSE.txt b/assets/broken/equipment_bench_vise_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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sha256:ef9106883705f1d2ca06227a7d127d80e54672e263bf06d24a421a1f25784b15 +size 387036 diff --git a/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/t_benchVise_blue_a01_alb.png b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/t_benchVise_blue_a01_alb.png new file mode 100644 index 0000000000000000000000000000000000000000..cc4794e465fabb56c7140d709b20c2a9225dd8f3 --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/t_benchVise_blue_a01_alb.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2b066f56e08b8eba0ce4a9806089095ddca40da0fec99bf0fef4f59634929a40 +size 19923975 diff --git a/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/t_benchVise_blue_a01_nor.png b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/t_benchVise_blue_a01_nor.png new file mode 100644 index 0000000000000000000000000000000000000000..20c52f7dbfc53cb3d5175d1832e3d1dbff89778c --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/t_benchVise_blue_a01_nor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0a22b214c59b4717190e9408cc3095652fe61deb60a18c2351307d839e1dc6a2 +size 18664087 diff --git a/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/t_benchVise_blue_a01_orm.png b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/t_benchVise_blue_a01_orm.png new file mode 100644 index 0000000000000000000000000000000000000000..716669ba9ddaa347f4d99c3cab4123227a01ed88 --- /dev/null +++ b/assets/broken/equipment_bench_vise_a01/source/simready_usd/source_assets/t_benchVise_blue_a01_orm.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5bc03ccb20d8516556dac3e1dc66f1fb6e3795193a53103a9708e51421543cc6 +size 18853037 diff --git a/assets/broken/equipment_parts_washer_manual_c01/.metadata/com.nvidia.simready.root_usds.json b/assets/broken/equipment_parts_washer_manual_c01/.metadata/com.nvidia.simready.root_usds.json new file mode 100644 index 0000000000000000000000000000000000000000..88360d1a1fa865b77f0b0e8ae27b164a2876642a --- /dev/null +++ b/assets/broken/equipment_parts_washer_manual_c01/.metadata/com.nvidia.simready.root_usds.json @@ -0,0 +1,6 @@ +{ + "format_version": "1.0", + "entries": [ + "asset.usdc" + ] +} diff --git a/assets/broken/equipment_parts_washer_manual_c01/LICENSE-NVIDIA.txt b/assets/broken/equipment_parts_washer_manual_c01/LICENSE-NVIDIA.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/equipment_parts_washer_manual_c01/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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"source/simready_usd/source_assets/t_plastic_glossy_black_a01_tile_orm.png", + "size": 9378835, + "sha256": "b481b6965cd5b4166332c8e3bd6bc1c51da44ac884bd6df5b785dec33c25469c" + } + ] +} diff --git a/assets/broken/equipment_parts_washer_manual_c01/NOTICE.md b/assets/broken/equipment_parts_washer_manual_c01/NOTICE.md new file mode 100644 index 0000000000000000000000000000000000000000..20662cf38bf51174c2e623eb2a0c02ffc7f2e2da --- /dev/null +++ b/assets/broken/equipment_parts_washer_manual_c01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `equipment_parts_washer_manual_c01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/equipment_parts_washer_manual_c01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/equipment_parts_washer_manual_c01/asset.usdc b/assets/broken/equipment_parts_washer_manual_c01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..6dc3d2655eb32c5a185e0cc1d7ff7a3cb9784f06 --- /dev/null +++ b/assets/broken/equipment_parts_washer_manual_c01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b481a176cecc6fac88471796c210ba10d43885ad5238caa8ebb4589994bffe52 +size 6673554 diff --git a/assets/broken/equipment_parts_washer_manual_c01/evidence.json b/assets/broken/equipment_parts_washer_manual_c01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..75a791b8a56eb7d07e90de54ab93f82ea91b247d --- /dev/null +++ b/assets/broken/equipment_parts_washer_manual_c01/evidence.json @@ -0,0 +1,151 @@ +{ + "case_id": "R21", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/body_01_obj_00", + "bounds": [ + [ + -0.3364061713218689, + -0.5834409594535828, + 0.0005903244018554688 + ], + [ + 0.3358590602874756, + 0.6372660994529724, + 1.1359853744506836 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/body_01_obj_00", + "properties": { + "physics:centerOfMass": [ + -0.0013268598122522235, + 0.15135125815868378, + 0.5784393548965454 + ], + "physics:diagonalInertia": [ + 106.3026351928711, + 50.22522735595703, + 98.38177490234375 + ], + "physics:mass": 249.44418334960938, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.0013268598122522235, + 0.15135125815868378, + 0.7122110724449158 + ], + "physics:diagonalInertia": [ + 124.95095825195312, + 68.87353515625, + 98.38176727294922 + ], + "physics:mass": 249.44418334960938, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/lid_01_obj_00", + "bounds": [ + [ + -0.33696306431972173, + -0.5834583472500269, + 1.1261564575983707 + ], + [ + 0.33531957859798583, + 0.5834583807696875, + 1.1881413426166896 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/lid_01_obj_00", + "properties": { + "physics:centerOfMass": [ + 0.2120417207479477, + 0.024131402373313904, + 0.015770835801959038 + ], + "physics:diagonalInertia": [ + 7.940280437469482, + 0.6040616035461426, + 8.513455390930176 + ], + "physics:mass": 81.56413269042969, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/lid_01_obj_00/lid_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.29773062467575073, + 0.024131402373313904, + 0.015770835801959038 + ], + "physics:diagonalInertia": [ + 7.940279960632324, + 2.6056859493255615, + 10.515080451965332 + ], + "physics:mass": 81.56413269042969, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_lid_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/lid_01_obj_00/lid_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": -146.0, + "physics:upperLimit": 0.0 + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/equipment_parts_washer_manual_c01/instruction.md b/assets/broken/equipment_parts_washer_manual_c01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..cbf4525b5bb266f661fe5fb71177601ec7fb21cd --- /dev/null +++ b/assets/broken/equipment_parts_washer_manual_c01/instruction.md @@ -0,0 +1,9 @@ +# Manual parts washer + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +An enclosure conversion loses the basin's usable cavity and corrupts its moving cover. + +Restore the cover sweep and usable basin cavity, with the effective mass properties and physical-material binding correct at the rigid-body frame. Preserve appearance and all original parts. + +No fluid circulation or washing performance. diff --git a/assets/broken/equipment_parts_washer_manual_c01/source/.metadata/LICENSE.txt b/assets/broken/equipment_parts_washer_manual_c01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/equipment_parts_washer_manual_c01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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b/assets/broken/equipment_parts_washer_manual_c01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/equipment_parts_washer_manual_c01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/equipment_parts_washer_manual_c01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/equipment_parts_washer_manual_c01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/equipment_parts_washer_manual_c01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/equipment_parts_washer_manual_c01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/equipment_parts_washer_manual_c01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/equipment_parts_washer_manual_c01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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b/assets/broken/equipment_rolling_tool_cabinet_a01/LICENSE-NVIDIA.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/equipment_rolling_tool_cabinet_a01/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/equipment_rolling_tool_cabinet_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. 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"/RootNode/Geometry/drawer_06_obj_00/drawer_06_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": 1.4901161193847656e-07, + "physics:upperLimit": 0.2609191834926605 + } + }, + { + "path": "/RootNode/Joints/joint_wheel_03_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/wheelSupport_03_obj_00/wheelSupport_03_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/wheel_03_obj_00/wheel_03_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/equipment_rolling_tool_cabinet_a01/instruction.md b/assets/broken/equipment_rolling_tool_cabinet_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..a8f264ec5fcef82c8598edc674f3d57724cfff1a --- /dev/null +++ b/assets/broken/equipment_rolling_tool_cabinet_a01/instruction.md @@ -0,0 +1,9 @@ +# Rolling tool cabinet + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A partial namespace migration breaks selected telescopic drawers while the cabinet still looks assembled. + +Each drawer extends independently through both stages, stays attached and avoids its neighbours. All seven drawers and caster chains remain present. + +The difficulty is recovering the correspondence between drawer bodies and stages. A global default slider patch should fail. diff --git a/assets/broken/equipment_rolling_tool_cabinet_a01/limits_01.usda b/assets/broken/equipment_rolling_tool_cabinet_a01/limits_01.usda new file mode 100644 index 0000000000000000000000000000000000000000..e85c3c99f6087575df302804cb3352f7a9422310 --- /dev/null +++ b/assets/broken/equipment_rolling_tool_cabinet_a01/limits_01.usda @@ -0,0 +1,13 @@ +#usda 1.0 + +over "RootNode" +{ + over "Joints" + { + over "joint_drawer_07_joint_00" + { + custom float physics:upperLimit = 0.26091918 + } + } +} + diff --git a/assets/broken/equipment_rolling_tool_cabinet_a01/source/.metadata/LICENSE.txt b/assets/broken/equipment_rolling_tool_cabinet_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/equipment_rolling_tool_cabinet_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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+ "failing_requirements": [], + "dependencies": [] + } + }, + { + "FET_033_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [ + { + "FET_031_STANDARD": { + "version": "0.1.0" + } + } + ] + } + } + ] + } + ], + "content_hash": { + "sha256": "d0d45e738c476e6bacf14ba830cd9d530316c6426adadd8fc9326acbfc17b8f4" + } +} diff --git a/assets/broken/equipment_rolling_tool_cabinet_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json b/assets/broken/equipment_rolling_tool_cabinet_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..0ae4f073ad6e7b57ee95993867b010ad85526466 --- /dev/null +++ b/assets/broken/equipment_rolling_tool_cabinet_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json @@ -0,0 +1,35 @@ +{ + "format_version": "1.0", + "profile": "Package", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T02:48:12", + "assets": [ + { + "asset": "com.nvidia.simready.packaging.json", + "features": [ + { + "FET_030_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [] + } + }, + { + "FET_032_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [ + { + "FET_030_STANDARD": { + "version": "0.1.0" + } + } + ] + } + } + ] + } + ] +} diff --git a/assets/broken/equipment_rolling_tool_cabinet_a01/source/.metadata/com.nvidia.simready.packaging.bom.json b/assets/broken/equipment_rolling_tool_cabinet_a01/source/.metadata/com.nvidia.simready.packaging.bom.json new file mode 100644 index 0000000000000000000000000000000000000000..dd649ddc762d7b43acd357c21ee6770ff370c030 --- /dev/null +++ b/assets/broken/equipment_rolling_tool_cabinet_a01/source/.metadata/com.nvidia.simready.packaging.bom.json @@ -0,0 +1,806 @@ +{ + "format_version": "1.0", + "items": [ + { + "relative_path": 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a/assets/broken/equipment_rolling_tool_cabinet_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/equipment_rolling_tool_cabinet_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/equipment_rolling_tool_cabinet_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/equipment_rolling_tool_cabinet_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/equipment_rolling_tool_cabinet_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/equipment_rolling_tool_cabinet_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/equipment_rolling_tool_cabinet_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/equipment_rolling_tool_cabinet_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/equipment_rolling_tool_cabinet_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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NVIDIA SimReady `facilityFurniture_lockerUnit_multiDoor_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/facilityFurniture_lockerUnit_multiDoor_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/asset.usdc b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..9cbc5e8a7ae9ef4482f0d29e0fa917659a487342 --- /dev/null +++ b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2a84800b68c67c851360859f56d2db9b3b116741062da6581cf2efdab709a137 +size 74421574 diff --git a/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/evidence.json b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..bee8b88d531f4a99938ab2975e4ddfedb891ae59 --- /dev/null +++ b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/evidence.json @@ -0,0 +1,555 @@ +{ + "case_id": "R18", + 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"PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/lockerDoor_08_obj_00/lockerDoor_08_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": 0.0, + "physics:upperLimit": 90.0 + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/geometry.usdc b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/geometry.usdc new file mode 100644 index 0000000000000000000000000000000000000000..19c5d393cd45ed84a0acca594147a06a3f1f4570 --- /dev/null +++ b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/geometry.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c296caaf67279f3471acf9b9c8740453a7e0fae80806172ebbff0a97a0843214 +size 3810500 diff --git a/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/instruction.md b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..bc1c8ea1c2d8f6e1531bba9a3a090f863e4546f4 --- /dev/null +++ b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/instruction.md @@ -0,0 +1,9 @@ +# Nine-door locker unit + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A repeated-door export incorrectly mixes local edits, shared geometry and joint references. + +All nine doors remain present and operate independently. Compartments and clearances remain usable, with healthy doors unchanged. + +No lock mechanisms are added. diff --git a/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/.metadata/LICENSE.txt b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..a9670533f2ed477e874c6dc5d8d91f0db3ea6a19 --- /dev/null +++ b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T03:14:29", + "assets": [ + { + "asset": "simready_usd/sm_facilityFurniture_lockerUnit_multiDoor_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + 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b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/facilityFurniture_lockerUnit_multiDoor_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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a/assets/broken/handTool_knife_foldingUtility_a01/NOTICE.md b/assets/broken/handTool_knife_foldingUtility_a01/NOTICE.md new file mode 100644 index 0000000000000000000000000000000000000000..bdb46f469da5f6c138c84be06b6ba87319cdaf68 --- /dev/null +++ b/assets/broken/handTool_knife_foldingUtility_a01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `handTool_knife_foldingUtility_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/handTool_knife_foldingUtility_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/handTool_knife_foldingUtility_a01/asset.usdc b/assets/broken/handTool_knife_foldingUtility_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..6bbedddb99515ede9a326ecaa1f0fdf7bafdd205 --- /dev/null +++ b/assets/broken/handTool_knife_foldingUtility_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:042fc9d7426169fe6576881f88348494fe60e2c9200158484815229c33d4a016 +size 2037461 diff --git a/assets/broken/handTool_knife_foldingUtility_a01/evidence.json b/assets/broken/handTool_knife_foldingUtility_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..51cf87f21a567cfdadea0cf0b23f9a8e8cb93c75 --- /dev/null +++ b/assets/broken/handTool_knife_foldingUtility_a01/evidence.json @@ -0,0 +1,107 @@ +{ + "case_id": "R19", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/blade_01_obj_00", + "bounds": [ + [ + -0.014016617089509964, + -0.08155696839094162, + 0.0030021881685977176 + ], + [ + 0.019063247367739677, + 0.005320386961102486, + 0.005589127540720005 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/blade_01_obj_00/blade_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.0009612111025489867, + -0.021499279886484146, + 4.654624774502736e-07 + ], + "physics:diagonalInertia": [ + 0.00012713346222881228, + 7.830428330635186e-06, + 0.00013467107783071697 + ], + "physics:mass": 0.1725592315196991, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/body_01_obj_00", + "bounds": [ + [ + -0.014591692015528679, + -0.009976238012313843, + 1.662845170358196e-05 + ], + [ + 0.020742490887641907, + 0.10288198292255402, + 0.008560918271541595 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.0024196412414312363, + 0.0437314435839653, + 0.004306078422814608 + ], + "physics:diagonalInertia": [ + 0.0025156631600111723, + 9.590167610440403e-05, + 0.002583210589364171 + ], + "physics:mass": 0.5179600715637207, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_blade_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/blade_01_obj_00/blade_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": 0.0, + "physics:upperLimit": 179.0 + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/handTool_knife_foldingUtility_a01/instruction.md b/assets/broken/handTool_knife_foldingUtility_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..d2d8ec4d4d817b76a6620fe5f0643cefb95b9f6c --- /dev/null +++ b/assets/broken/handTool_knife_foldingUtility_a01/instruction.md @@ -0,0 +1,9 @@ +# Folding utility knife + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A thin-part conversion destroys folding clearance while leaving a plausible static model. + +The blade follows its intended hinge through the complete range without detachment or crossing the handle. Thin-part geometry and contact are preserved. + +Its difficulty must come from geometry/contact recovery. A lone missing hinge would be too easy. diff --git a/assets/broken/handTool_knife_foldingUtility_a01/source/.metadata/LICENSE.txt b/assets/broken/handTool_knife_foldingUtility_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/handTool_knife_foldingUtility_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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"failing_requirements": [], + "dependencies": [] + } + }, + { + "FET_033_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [ + { + "FET_031_STANDARD": { + "version": "0.1.0" + } + } + ] + } + } + ] + } + ], + "content_hash": { + "sha256": "a63c844936967663035908a3488c6d788684c12caa6f61f5a750fd3da975d066" + } +} diff --git a/assets/broken/handTool_knife_foldingUtility_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json b/assets/broken/handTool_knife_foldingUtility_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..bc287fffca139ff59e38e265dfb69711525f457c --- /dev/null +++ b/assets/broken/handTool_knife_foldingUtility_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json @@ -0,0 +1,35 @@ +{ + "format_version": "1.0", + "profile": "Package", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T05:20:07", + 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All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/handTool_knife_foldingUtility_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/handTool_knife_foldingUtility_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/handTool_knife_foldingUtility_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/handTool_knife_foldingUtility_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/handTool_knife_foldingUtility_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/handTool_knife_foldingUtility_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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`4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/handTool_pliers_locking_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/handTool_pliers_locking_a01/asset.usdc b/assets/broken/handTool_pliers_locking_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..77f34b27bbfdaeb8ae83e140eed058e91f103a7a --- /dev/null +++ b/assets/broken/handTool_pliers_locking_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3773561d760f98e4e8a8aff643eaa3f4623c388011838d8edfb6ab810f70f059 +size 2938979 diff --git a/assets/broken/handTool_pliers_locking_a01/evidence.json b/assets/broken/handTool_pliers_locking_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..01ffa20e18a61fcaf40dd799814bac0328ae2b27 --- /dev/null +++ b/assets/broken/handTool_pliers_locking_a01/evidence.json @@ -0,0 +1,267 @@ +{ + "case_id": "R14", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/linkBar_01_obj_00", + "bounds": [ + [ + -0.03857474029359818, + -0.016405394300342817, + 0.008338223211467266 + ], + [ + 0.02246452122631073, + 0.02521366439807294, + 0.010086887516081333 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/linkBar_01_obj_00/linkBar_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.024331824854016304, + 0.010973099619150162, + 0.009212559089064598 + ], + "physics:diagonalInertia": [ + 8.089502443908714e-06, + 2.070154187094886e-05, + 2.8675836801994592e-05 + ], + "physics:mass": 0.08256903290748596, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/hanlde_01_obj_00", + "bounds": [ + [ + -0.12264369428157806, + -0.0009535644203424454, + 3.8482321542687714e-05 + ], + [ + 0.11598770320415497, + 0.03440379723906517, + 0.018386613577604294 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/hanlde_01_obj_00/hanlde_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.05947529524564743, + 0.02041812427341938, + 0.009209983982145786 + ], + "physics:diagonalInertia": [ + 8.667456859257072e-05, + 0.008731831796467304, + 0.008758987300097942 + ], + "physics:mass": 0.9984941482543945, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/spring_01_obj_00", + "bounds": [ + [ + -0.034392902626552126, + -0.01070206984896692, + 0.0024159965103528955 + ], + [ + 0.04912640713258789, + 0.023335875943112053, + 0.01672953553479533 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/spring_01_obj_00/spring_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.0002257747546536848, + 0.00020457802747841924, + 0.00028994452441111207 + ], + "physics:diagonalInertia": [ + 4.328339855419472e-06, + 1.5528605217696168e-05, + 1.9287292161607184e-05 + ], + "physics:mass": 0.057466428726911545, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/hanlde_02_obj_00", + "bounds": [ + [ + -0.12254497823733962, + -0.0332729246381842, + 3.848504300452485e-05 + ], + [ + 0.06365171352414536, + 0.013312797178322854, + 0.018386613577857983 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/hanlde_02_obj_00/hanlde_02_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.05610976740717888, + 0.010439902544021606, + 1.9474040527711622e-05 + ], + "physics:diagonalInertia": [ + 5.3269934142008424e-05, + 0.0015356355579569936, + 0.0015524817863479257 + ], + "physics:mass": 0.6787286400794983, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/jaw_01_obj_00", + "bounds": [ + [ + 0.044810600579898684, + -0.03297582641301247, + 0.0017532940255478024 + ], + [ + 0.11578751355520997, + 0.00691295415105728, + 0.01667177677154541 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/jaw_01_obj_00/jaw_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.02605956792831421, + 0.016401300206780434, + 0.00921960175037384 + ], + "physics:diagonalInertia": [ + 2.354410753468983e-05, + 9.521863830741495e-05, + 0.00010941505752271041 + ], + "physics:mass": 0.2034710943698883, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_jaw_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/hanlde_02_obj_00/hanlde_02_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/jaw_01_obj_00/jaw_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": -10.0, + "physics:upperLimit": 0.0 + } + }, + { + "path": "/RootNode/Joints/joint_hanlde_02_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/linkBar_01_obj_00/linkBar_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/hanlde_02_obj_00/hanlde_02_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": -2.0, + "physics:upperLimit": 5.0 + } + }, + { + "path": "/RootNode/Joints/joint_linkBar_01_joint_00", + "type": "PhysicsFixedJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/hanlde_01_obj_00/hanlde_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/linkBar_01_obj_00/linkBar_01_mesh_00" + ] + }, + "motion": {} + }, + { + "path": "/RootNode/Joints/joint_spring_01_joint_00", + "type": "PhysicsFixedJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/hanlde_01_obj_00/hanlde_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/spring_01_obj_00/spring_01_mesh_00" + ] + }, + "motion": {} + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/handTool_pliers_locking_a01/instruction.md b/assets/broken/handTool_pliers_locking_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..2234274036a08b24eb0e6b45cad44e58d9083fd5 --- /dev/null +++ b/assets/broken/handTool_pliers_locking_a01/instruction.md @@ -0,0 +1,9 @@ +# Locking pliers + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A hierarchy edit disconnects the jaw and misassigns the small attachment bodies. + +Recover the specified joint topology, pivot alignment and moving clearance while preserving the spring, link and contact faces. + +The inspected source does not establish an over-centre locking mechanism. diff --git a/assets/broken/handTool_pliers_locking_a01/source/.metadata/LICENSE.txt b/assets/broken/handTool_pliers_locking_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/handTool_pliers_locking_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/broken/handTool_pliers_locking_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..37de7952e9294d6bf69b87a00233220c065d0b6a --- /dev/null +++ b/assets/broken/handTool_pliers_locking_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T05:22:43", + "assets": [ + { + "asset": "simready_usd/sm_handTool_pliers_locking_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": 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+/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/t_handTools_pliers_a01_alb.png b/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/t_handTools_pliers_a01_alb.png new file mode 100644 index 0000000000000000000000000000000000000000..7407e7d7392fce2614ec2dcd99655f13445b9249 --- /dev/null +++ b/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/t_handTools_pliers_a01_alb.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a7b1db836b9ea28d0f142eebc7291231468320b74d7fc6140f16a9a4fbdd1a13 +size 15269844 diff --git a/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/t_handTools_pliers_a01_nor.png b/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/t_handTools_pliers_a01_nor.png new file mode 100644 index 0000000000000000000000000000000000000000..c504900a096d2b1782ed74de3fe0e999cdd251be --- /dev/null +++ b/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/t_handTools_pliers_a01_nor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8319f7dcaa3fbeb038072312e5c7691ed099887c53a7aa9cdc87f3de42e4bbaa +size 6870023 diff --git a/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/t_handTools_pliers_a01_orm.png b/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/t_handTools_pliers_a01_orm.png new file mode 100644 index 0000000000000000000000000000000000000000..7772e2d7d1f2c72c0d952c1e9b01fd6e831ca23d --- /dev/null +++ b/assets/broken/handTool_pliers_locking_a01/source/simready_usd/source_assets/t_handTools_pliers_a01_orm.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0e88ed4f02b7c2646d9b9369cf6c557ae61fc801bccc63c9cce087a25a27ef60 +size 14018942 diff --git a/assets/broken/handTool_wrench_adjustable_a01/.metadata/com.nvidia.simready.root_usds.json b/assets/broken/handTool_wrench_adjustable_a01/.metadata/com.nvidia.simready.root_usds.json new file mode 100644 index 0000000000000000000000000000000000000000..88360d1a1fa865b77f0b0e8ae27b164a2876642a --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/.metadata/com.nvidia.simready.root_usds.json @@ -0,0 +1,6 @@ +{ + "format_version": "1.0", + "entries": [ + "asset.usdc" + ] +} diff --git a/assets/broken/handTool_wrench_adjustable_a01/LICENSE-NVIDIA.txt b/assets/broken/handTool_wrench_adjustable_a01/LICENSE-NVIDIA.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/handTool_wrench_adjustable_a01/asset.usdc b/assets/broken/handTool_wrench_adjustable_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..acb5faf3b75d961604ef3cf626e57f7e69ca5f5d --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:757d1bc0f96743a66264fc1d238749c3d3f8cc783edc02893219ba708f7eb857 +size 4022036 diff --git a/assets/broken/handTool_wrench_adjustable_a01/evidence.json b/assets/broken/handTool_wrench_adjustable_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..11a01d39b48d32e02c036ff8ae2ec0e2370c80d1 --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/evidence.json @@ -0,0 +1,163 @@ +{ + "case_id": "R15", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/body_01_obj_00", + "bounds": [ + [ + -0.09219092130661011, + -0.03020503930747509, + 0.0008650154341012239 + ], + [ + 0.11738189309835434, + 0.026189230382442474, + 0.013554059900343418 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.021742498502135277, + 0.004032781347632408, + 0.007219532039016485 + ], + "physics:diagonalInertia": [ + 0.00010647508315742016, + 0.0021237728651612997, + 0.0022139153443276882 + ], + "physics:mass": 0.5894132852554321, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/jaw_01_obj_00", + "bounds": [ + [ + 0.06794969810292108, + -0.014063781951566691, + 0.001957471948056855 + ], + [ + 0.1158706844633148, + 0.03340492080226928, + 0.01246328558766786 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/jaw_01_obj_00/jaw_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.008578344248235226, + 0.00023452953610103577, + -2.067583437792564e-08 + ], + "physics:diagonalInertia": [ + 7.42311613066704e-06, + 1.4086142982705496e-05, + 2.0185827452223748e-05 + ], + "physics:mass": 0.07977814972400665, + "physics:principalAxes": [ + 0.9880067706108093, + 0.0, + 0.0, + 0.15441042184829712 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/knurl_01_obj_00", + "bounds": [ + [ + 0.059422649828748744, + -0.006014806731518444, + 0.000299587846029457 + ], + [ + 0.07642139878000842, + 0.010386944112707486, + 0.014220796060044226 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/knurl_01_obj_00/knurl_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 6.323075922409771e-06, + -9.307172877015546e-05, + -3.3467956654931186e-06 + ], + "physics:diagonalInertia": [ + 1.2581000419231714e-06, + 1.2803581057596602e-06, + 1.2586810953507666e-06 + ], + "physics:mass": 0.042099952697753906, + "physics:principalAxes": [ + 0.9890055060386658, + 0.0, + 0.0, + 0.14787864685058594 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_knurl_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/knurl_01_obj_00/knurl_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_jaw_01_joint_00", + "type": "PhysicsPrismaticJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/jaw_01_obj_00/jaw_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": -0.011506999842822552, + "physics:upperLimit": 0.0 + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/handTool_wrench_adjustable_a01/instruction.md b/assets/broken/handTool_wrench_adjustable_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..45d1a7a79ba19f2cb442794216414cb81e61e8a8 --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/instruction.md @@ -0,0 +1,9 @@ +# Adjustable wrench + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A frame/unit conversion affects jaw motion and knurl orientation differently. + +The jaw moves along its guide, contact faces remain parallel and the knurl rotates about its actual axis. Working clearance is preserved. + +Screw-to-jaw coupling is not established by the inspected physics layer. diff --git a/assets/broken/handTool_wrench_adjustable_a01/source/.metadata/LICENSE.txt b/assets/broken/handTool_wrench_adjustable_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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Except for the limited purpose of indicating that +material is shared under a Creative Commons public license or as +otherwise permitted by the Creative Commons policies published at +creativecommons.org/policies, Creative Commons does not authorize the +use of the trademark "Creative Commons" or any other trademark or logo +of Creative Commons without its prior written consent including, +without limitation, in connection with any unauthorized modifications +to any of its public licenses or any other arrangements, +understandings, or agreements concerning use of licensed material. For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/handTool_wrench_adjustable_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/broken/handTool_wrench_adjustable_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..ab35ac22fa6830a37223a9296fa2dd612d30e911 --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T05:36:53", + "assets": [ + { + "asset": "simready_usd/sm_handTool_wrench_adjustable_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + 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file mode 100644 index 0000000000000000000000000000000000000000..b6f4d64abcb4a2cc6d26b38524bb0b66e4903197 --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/source/simready_usd/source_assets/.thumbs/512x512/t_plastic_glossy_white_a01_tile_orm.png.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6bdee3d8aa9cafacb8b44bbac8d336cb3d8cafbdfbceec01e3bd2551522e65e9 +size 240161 diff --git a/assets/broken/handTool_wrench_adjustable_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/handTool_wrench_adjustable_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/handTool_wrench_adjustable_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/handTool_wrench_adjustable_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/handTool_wrench_adjustable_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/handTool_wrench_adjustable_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/handTool_wrench_adjustable_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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b/assets/broken/instrument_hand_drill_b01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `instrument_hand_drill_b01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/instrument_hand_drill_b01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/instrument_hand_drill_b01/asset.usdc b/assets/broken/instrument_hand_drill_b01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..b01f2970ec2913a2053009dcccdb2ec336a5780a --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:66618331dc6c542f45f7f9ee5a95e2a224d7989d651b5dc86cbe69a4a83bed49 +size 7531015 diff --git a/assets/broken/instrument_hand_drill_b01/evidence.json b/assets/broken/instrument_hand_drill_b01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..2a17ab52dd756c0669ebe8273fd921b9f8372fcc --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/evidence.json @@ -0,0 +1,185 @@ +{ + "case_id": "R13", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/body_01_obj_00", + "bounds": [ + [ + 0.0246601567477857, + -0.011903770119034061, + 0.0006707860144275473 + ], + [ + 0.16881758905853456, + 0.011865294687367668, + 0.0243952916922468 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/body_01_obj_00", + "properties": { + "physics:centerOfMass": [ + 0.0764596089720726, + 9.808942280642441e-08, + -9.052756411165319e-08 + ], + "physics:diagonalInertia": [ + 1.5163743228185922e-05, + 0.0004872727149631828, + 0.0004872727731708437 + ], + "physics:mass": 0.3016120195388794, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + }, + { + "path": "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.1082829087972641, + 9.808942280642441e-08, + -9.052756411165319e-08 + ], + "physics:diagonalInertia": [ + 1.5163743228185922e-05, + 0.0008368932758457959, + 0.0008368933340534568 + ], + "physics:mass": 0.3016120195388794, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/handle_01_obj_00", + "bounds": [ + [ + -0.1239580288529396, + -0.037190549075603485, + 0.0 + ], + [ + 0.0267192255705595, + 0.07204283773899078, + 0.024733854457736015 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/handle_01_obj_00/handle_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + -0.04784800857305527, + 0.008058549836277962, + 0.008685142733156681 + ], + "physics:diagonalInertia": [ + 0.00038382751517929137, + 0.0013843403430655599, + 0.0017097494564950466 + ], + "physics:mass": 0.46493080258369446, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/handDrill_01_obj_00", + "bounds": [ + [ + -0.033693406730890274, + -0.033689577132463455, + 0.019782831971860697 + ], + [ + 0.04759882017970085, + 0.04760374501347542, + 0.054712176327920685 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/handDrill_01_obj_00/handDrill_01_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.006363540422171354, + 0.006367660593241453, + 0.006461959332227707 + ], + "physics:diagonalInertia": [ + 0.0001688805059529841, + 0.00016891869017854333, + 0.00030814038473181427 + ], + "physics:mass": 0.3946709930896759, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_body_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/handle_01_obj_00/handle_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_handDrill_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/handle_01_obj_00/handle_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/handDrill_01_obj_00/handDrill_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/instrument_hand_drill_b01/geometry.usdc b/assets/broken/instrument_hand_drill_b01/geometry.usdc new file mode 100644 index 0000000000000000000000000000000000000000..b659a9e5b0f438303911ea320aabd7444306f558 --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/geometry.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:985db42ab5964fac26d901337ce6548cef900b1f508da3c17a5372aad798eb09 +size 1483861 diff --git a/assets/broken/instrument_hand_drill_b01/instruction.md b/assets/broken/instrument_hand_drill_b01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..a2ffb8a542c4bd2d3036775d94aa9d8800c2c6a8 --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/instruction.md @@ -0,0 +1,9 @@ +# Hand drill + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A local-frame and collision conversion damages the existing small mechanism without changing its initial silhouette. + +Restore the two-axis topology, shaft placement and geometry. Axis alignment and physical mass frames remain correct under non-neutral rotations. + +Do not infer cutting, gear transmission or a powered drive from the object name. diff --git a/assets/broken/instrument_hand_drill_b01/source/.metadata/LICENSE.txt b/assets/broken/instrument_hand_drill_b01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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"dependencies": [] + } + }, + { + "FET_033_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [ + { + "FET_031_STANDARD": { + "version": "0.1.0" + } + } + ] + } + } + ] + } + ], + "content_hash": { + "sha256": "8dad363d30b3f43d6885fbaf1c73abd81a3a872166cb0436564af529c0807305" + } +} diff --git a/assets/broken/instrument_hand_drill_b01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json b/assets/broken/instrument_hand_drill_b01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..92d97deae0db372e680c574898109cff8e250a55 --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json @@ -0,0 +1,35 @@ +{ + "format_version": "1.0", + "profile": "Package", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T05:54:23", + "assets": [ + { + "asset": 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b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/.thumbs/512x512/t_metal_glossy_a01_tile_orm.png.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:21af46b846ec5e4fd0dd542e2d9e48181fcc13256b65392bb35ed42a968caa92 +size 205454 diff --git a/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/t_metal_glossy_a01_tile_alb.png b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/t_metal_glossy_a01_tile_alb.png new file mode 100644 index 0000000000000000000000000000000000000000..88ef4faae0d2eeaf4bf276fe99a7d121283074ec --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/t_metal_glossy_a01_tile_alb.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bbb6a7fd1d0627aa44115b96a93c293d11b8eb164b5e0cbd767813644e47e65b +size 17018568 diff --git a/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/t_metal_glossy_a01_tile_nor.png b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/t_metal_glossy_a01_tile_nor.png new file mode 100644 index 0000000000000000000000000000000000000000..ca2af3546cd941d37394d290f74e2fd8c2059145 --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/t_metal_glossy_a01_tile_nor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f26a7354c9fcdd1b921aba49bd71c0d529cc68d404386d787ea3cd1872fbdb0e +size 4969669 diff --git a/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/t_metal_glossy_a01_tile_orm.png b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/t_metal_glossy_a01_tile_orm.png new file mode 100644 index 0000000000000000000000000000000000000000..42e653fd4ac4393d677ca852702c2c70b5ecc48a --- /dev/null +++ b/assets/broken/instrument_hand_drill_b01/source/simready_usd/source_assets/t_metal_glossy_a01_tile_orm.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6d9b0891ee9d4a8dca391cfe5f0f0800d40754465d0b0ca25b95352565457e8d +size 14112974 diff --git a/assets/broken/ladder_multiPurpose_aluminium_a03/.metadata/com.nvidia.simready.root_usds.json b/assets/broken/ladder_multiPurpose_aluminium_a03/.metadata/com.nvidia.simready.root_usds.json new file mode 100644 index 0000000000000000000000000000000000000000..88360d1a1fa865b77f0b0e8ae27b164a2876642a --- /dev/null +++ b/assets/broken/ladder_multiPurpose_aluminium_a03/.metadata/com.nvidia.simready.root_usds.json @@ -0,0 +1,6 @@ +{ + "format_version": "1.0", + "entries": [ + "asset.usdc" + ] +} diff --git a/assets/broken/ladder_multiPurpose_aluminium_a03/LICENSE-NVIDIA.txt b/assets/broken/ladder_multiPurpose_aluminium_a03/LICENSE-NVIDIA.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/ladder_multiPurpose_aluminium_a03/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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`4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/ladder_multiPurpose_aluminium_a03 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/ladder_multiPurpose_aluminium_a03/asset.usdc b/assets/broken/ladder_multiPurpose_aluminium_a03/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..579781c65aa8d56a504005b355af3ee2144cd6d4 --- /dev/null +++ b/assets/broken/ladder_multiPurpose_aluminium_a03/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9359acd3b84ee80f45d10227d0e04fd3a6682509c32f63fca5487565d717ee7c +size 8068729 diff --git a/assets/broken/ladder_multiPurpose_aluminium_a03/evidence.json b/assets/broken/ladder_multiPurpose_aluminium_a03/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..6bf2a93fe677f93cc917813e41b1e03562d15e71 --- /dev/null +++ b/assets/broken/ladder_multiPurpose_aluminium_a03/evidence.json @@ -0,0 +1,163 @@ +{ + "case_id": "R05", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": "/RootNode/Geometry/sm_middleladder_a03_obj_00", + "bounds": [ + [ + -0.2540947198867798, + -1.036424770955725, + 1.263642736804016e-05 + ], + [ + 0.25685617327690125, + 0.05551519989521942, + 2.2566642912668837 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/sm_middleladder_a03_obj_00/sm_middleladder_a03_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.0015999999595806003, + -0.49261000752449036, + -1.0600099563598633 + ], + "physics:diagonalInertia": [ + 2.6613500118255615, + 2.387010097503662, + 0.6030399799346924 + ], + "physics:mass": 3.962100028991699, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/sm_topladder_a03_obj_00", + "bounds": [ + [ + -0.2253345252248618, + -0.5522808735023854, + 1.175619980803931 + ], + [ + 0.22842107701570064, + 0.5580178096092561, + 3.451434377304554 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/sm_topladder_a03_obj_00/sm_topladder_a03_mesh_00", + "properties": { + "physics:centerOfMass": [ + -3.3054388040909544e-05, + -4.899889063381124e-06, + -0.026728006079792976 + ], + "physics:diagonalInertia": [ + 1.1239913702011108, + 1.1917232275009155, + 0.06923645734786987 + ], + "physics:mass": 2.2413885593414307, + "physics:principalAxes": [ + 0.9762960076332092, + -0.2164396196603775, + -0.0, + 0.0 + ] + } + } + ] + }, + { + "path": "/RootNode/Geometry/sm_mainladder_a03_obj_00", + "bounds": [ + [ + -0.5962467192156495, + -0.08885062983618262, + 0.0011846551333577306 + ], + [ + 0.5962467791096984, + 1.0364283308749667, + 2.273457268349761 + ] + ], + "authored_mass_properties": [ + { + "path": "/RootNode/Geometry/sm_mainladder_a03_obj_00/sm_mainladder_a03_mesh_00", + "properties": { + "physics:centerOfMass": [ + 0.00011000000085914508, + -0.4844200015068054, + 1.0462000370025635 + ], + "physics:diagonalInertia": [ + 4.463769912719727, + 3.8974499702453613, + 1.192620038986206 + ], + "physics:mass": 5.047830104827881, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_sm_middleladder_a03_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_mainladder_a03_obj_00/sm_mainladder_a03_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_middleladder_a03_obj_00/sm_middleladder_a03_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": 0.0, + "physics:upperLimit": 48.60000228881836 + } + }, + { + "path": "/RootNode/Joints/joint_sm_topladder_a03_joint_00", + "type": "PhysicsPrismaticJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_middleladder_a03_obj_00/sm_middleladder_a03_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_topladder_a03_obj_00/sm_topladder_a03_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": 0.0, + "physics:upperLimit": 1.0 + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/ladder_multiPurpose_aluminium_a03/instruction.md b/assets/broken/ladder_multiPurpose_aluminium_a03/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..5d464f69bf503cba74f6609064cd760a724cabf7 --- /dev/null +++ b/assets/broken/ladder_multiPurpose_aluminium_a03/instruction.md @@ -0,0 +1,9 @@ +# Multipurpose aluminium ladder + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A partial unit/frame conversion makes folding and extension mutually inconsistent. + +The ladder folds and extends along the intended axes, retains all rungs and preserves the required clearances. Its contact and mass properties match the declared configuration. + +No rope, latch or human load-bearing behaviour is inferred from the catalogue name. diff --git a/assets/broken/ladder_multiPurpose_aluminium_a03/source/.metadata/LICENSE.txt b/assets/broken/ladder_multiPurpose_aluminium_a03/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/ladder_multiPurpose_aluminium_a03/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/ladder_multiPurpose_aluminium_a03/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/broken/ladder_multiPurpose_aluminium_a03/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..a473ae6599b7201d976a9780a42edb478a3247bc --- /dev/null +++ b/assets/broken/ladder_multiPurpose_aluminium_a03/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T23:09:36", + "assets": [ + { + "asset": "simready_usd/sm_ladder_multiPurpose_aluminium_a03_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + 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b/assets/broken/ladder_multiPurpose_aluminium_a03/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/ladder_multiPurpose_aluminium_a03/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/ladder_multiPurpose_aluminium_a03/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/ladder_multiPurpose_aluminium_a03/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/ladder_multiPurpose_aluminium_a03/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/ladder_multiPurpose_aluminium_a03/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/ladder_multiPurpose_aluminium_a03/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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+++ b/assets/broken/palletJack_heavyDuty_a01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `palletJack_heavyDuty_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/palletJack_heavyDuty_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/palletJack_heavyDuty_a01/asset.usdc b/assets/broken/palletJack_heavyDuty_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..9ed2eabd44522deb64b9708c40b65236f577f36e --- /dev/null +++ b/assets/broken/palletJack_heavyDuty_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9b77354f090d2afb94e31ef548b599f362eca1e5867e511eeaaa6f4fdad4bfae +size 20629096 diff --git a/assets/broken/palletJack_heavyDuty_a01/evidence.json b/assets/broken/palletJack_heavyDuty_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..c0be52204ce4dd0eebed04ce3b0f113ec1a9a97a --- /dev/null +++ b/assets/broken/palletJack_heavyDuty_a01/evidence.json @@ -0,0 +1,499 @@ +{ + "case_id": "R09", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": 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"properties": { + "physics:centerOfMass": [ + -2.6522269763518125e-05, + 0.07617302238941193, + 0.26923808455467224 + ], + "physics:diagonalInertia": [ + 0.09209829568862915, + 0.06072787195444107, + 0.04654921963810921 + ], + "physics:mass": 8.631954193115234, + "physics:principalAxes": [ + 1.0, + 0.0, + 0.0, + 0.0 + ] + } + } + ] + } + ], + "joints": [ + { + "path": "/RootNode/Joints/joint_sm_rotatingpart_a01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_mainbody_a01_obj_00/sm_mainbody_a01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_rotatingpart_a01_obj_00/sm_rotatingpart_a01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Z", + "physics:lowerLimit": -1.3962633609771729, + "physics:upperLimit": 1.0 + } + }, + { + "path": "/RootNode/Joints/joint_sm_frontwheel2_a01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_mainbody_a01_obj_00/sm_mainbody_a01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_frontwheel2_a01_obj_00/sm_frontwheel2_a01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_handlemain_a01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_rotatingpart_a01_obj_00/sm_rotatingpart_a01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_handlemain_a01_obj_00/sm_handlemain_a01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": -30.0, + "physics:upperLimit": 1.0 + } + }, + { + "path": "/RootNode/Joints/joint_sm_backwheel1_a01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_rotatingpart_a01_obj_00/sm_rotatingpart_a01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_backwheel1_a01_obj_00/sm_backwheel1_a01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_handle_a01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_handlemain_a01_obj_00/sm_handlemain_a01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_handle_a01_obj_00/sm_handle_a01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": -10.0, + "physics:upperLimit": 0.0 + } + }, + { + "path": "/RootNode/Joints/joint_sm_frontwheel1_a01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_mainbody_a01_obj_00/sm_mainbody_a01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_frontwheel1_a01_obj_00/sm_frontwheel1_a01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_frontwheel3_a01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_mainbody_a01_obj_00/sm_mainbody_a01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_frontwheel3_a01_obj_00/sm_frontwheel3_a01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_sm_backwheel2_a01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/sm_rotatingpart_a01_obj_00/sm_rotatingpart_a01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/sm_backwheel2_a01_obj_00/sm_backwheel2_a01_mesh_00" + ] + }, + "motion": { + "physics:axis": "X", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/palletJack_heavyDuty_a01/instruction.md b/assets/broken/palletJack_heavyDuty_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..bf297c0063cd4ab7d376d43453e7d645842903b3 --- /dev/null +++ b/assets/broken/palletJack_heavyDuty_a01/instruction.md @@ -0,0 +1,9 @@ +# Heavy-duty pallet jack + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A damaged steering hierarchy produces convincing visuals but inconsistent wheel and handle frames. + +The authored steering/handle/wheel chain is recovered. Wheels remain attached and aligned, and the fork gap is preserved under collision inspection. + +No hydraulic fork-lift coupling was established in the inspected layer. It is not a repair requirement. diff --git a/assets/broken/palletJack_heavyDuty_a01/source/.metadata/LICENSE.txt b/assets/broken/palletJack_heavyDuty_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/palletJack_heavyDuty_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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"dependencies": [] + } + }, + { + "FET_033_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [ + { + "FET_031_STANDARD": { + "version": "0.1.0" + } + } + ] + } + } + ] + } + ], + "content_hash": { + "sha256": "e94e0f39a2419e37b3e50cdfb28b1a13c8800aacc2dd87498ced4d54858307dd" + } +} diff --git a/assets/broken/palletJack_heavyDuty_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json b/assets/broken/palletJack_heavyDuty_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..f1a0ce52751db2b599663a885a5d041d53c93215 --- /dev/null +++ b/assets/broken/palletJack_heavyDuty_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json @@ -0,0 +1,35 @@ +{ + "format_version": "1.0", + "profile": "Package", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T14:33:17", + "assets": [ + { + "asset": 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mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/palletJack_heavyDuty_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/palletJack_heavyDuty_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/palletJack_heavyDuty_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/palletJack_heavyDuty_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/palletJack_heavyDuty_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/palletJack_heavyDuty_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/palletJack_heavyDuty_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); 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original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/rack_composition_a04/asset.usdc b/assets/broken/rack_composition_a04/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..1fb05ef34b825c7a4ebf0dc763c0be6f0a7fefc9 --- /dev/null +++ b/assets/broken/rack_composition_a04/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fa9badab8207ccbb99c2228aaafe24d2b59f79b33bee894732df6c7ead55d87b +size 57409452 diff --git a/assets/broken/rack_composition_a04/evidence.json b/assets/broken/rack_composition_a04/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..4f15071be2a43eca3dce00a096f09bb4c99c3be9 --- /dev/null +++ b/assets/broken/rack_composition_a04/evidence.json @@ -0,0 +1,635 @@ +{ + "case_id": "R23", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + "path": 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a/assets/broken/rack_composition_a04/instruction.md b/assets/broken/rack_composition_a04/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..7eca144adfec2f6b0b3d8c414f1312e4592537ec --- /dev/null +++ b/assets/broken/rack_composition_a04/instruction.md @@ -0,0 +1,9 @@ +# Loaded storage rack + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A composition migration confuses repeated pallets and their placement while corrupting support contacts. + +Recover all intended objects and load-bearing alignments. Preserve open shelf/fork spaces, correct static/dynamic roles and support contacts. + +No invented articulated joints. The challenge is composition, instance preservation and contact. diff --git a/assets/broken/rack_composition_a04/source/.metadata/LICENSE.txt b/assets/broken/rack_composition_a04/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/rack_composition_a04/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. Creative Commons makes its licenses and related +information available on an "as-is" basis. 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0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/rack_composition_a04/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/rack_composition_a04/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/rack_composition_a04/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/rack_composition_a04/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/rack_composition_a04/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/rack_composition_a04/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/rack_composition_a04/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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a/assets/broken/vehicleSupport_floor_jack_a01/LICENSE-NVIDIA.txt b/assets/broken/vehicleSupport_floor_jack_a01/LICENSE-NVIDIA.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/vehicleSupport_floor_jack_a01/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/vehicleSupport_floor_jack_a01/asset.usdc b/assets/broken/vehicleSupport_floor_jack_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..c41082c5f45ecbade5f4c791e84d3adce8a728b1 --- /dev/null +++ b/assets/broken/vehicleSupport_floor_jack_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:afa24d4d02fcc46f1af0be62b6f1f47e1c280988cc2301d32498300829b72bf8 +size 18608291 diff --git a/assets/broken/vehicleSupport_floor_jack_a01/evidence.json b/assets/broken/vehicleSupport_floor_jack_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..33271c809793ba1b1fcf9dc149b2149761209e4b --- /dev/null +++ b/assets/broken/vehicleSupport_floor_jack_a01/evidence.json @@ -0,0 +1,487 @@ +{ + "case_id": "R10", + "units": { + "meters_per_unit": 1.0, + "up_axis": "Z" + }, + "bodies": [ + { + 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"Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_tire_02_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/wheel_01_obj_00/wheel_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/tire_02_obj_00/tire_02_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": "-inf", + "physics:upperLimit": "inf" + } + }, + { + "path": "/RootNode/Joints/joint_part_01_joint_00", + "type": "PhysicsRevoluteJoint", + "bodies": { + "body0": [ + "/RootNode/Geometry/body_01_obj_00/body_01_mesh_00" + ], + "body1": [ + "/RootNode/Geometry/part_01_obj_00/part_01_mesh_00" + ] + }, + "motion": { + "physics:axis": "Y", + "physics:lowerLimit": -0.8726646304130554, + "physics:upperLimit": 0.0 + } + } + ], + "measurement_scope": "Authored source geometry and joint coordinates in the default configuration" +} diff --git a/assets/broken/vehicleSupport_floor_jack_a01/instruction.md b/assets/broken/vehicleSupport_floor_jack_a01/instruction.md new file mode 100644 index 0000000000000000000000000000000000000000..07f7a9ae56ee6185aa506a98b38500ae291bbeae --- /dev/null +++ b/assets/broken/vehicleSupport_floor_jack_a01/instruction.md @@ -0,0 +1,9 @@ +# Floor jack + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A mass-frame and articulation export fault affects the lifting part and mobile base together. + +The authored moving part and handle traverse their specified ranges, wheels remain correctly connected and mass-frame changes do not alter physical meaning. + +Do not require hydraulic pressure or a pump-to-lift transmission that the source does not establish. diff --git a/assets/broken/vehicleSupport_floor_jack_a01/source/.metadata/LICENSE.txt b/assets/broken/vehicleSupport_floor_jack_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/vehicleSupport_floor_jack_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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"failing_requirements": [], + "dependencies": [] + } + }, + { + "FET_033_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [ + { + "FET_031_STANDARD": { + "version": "0.1.0" + } + } + ] + } + } + ] + } + ], + "content_hash": { + "sha256": "0914e9ad8d18ef268afca9b360fc3edde4e7f91bf9b993bca3368ab5f9449229" + } +} diff --git a/assets/broken/vehicleSupport_floor_jack_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json b/assets/broken/vehicleSupport_floor_jack_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..0c6a75fcc1f490a175d232635d6e1b812ef098af --- /dev/null +++ b/assets/broken/vehicleSupport_floor_jack_a01/source/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json @@ -0,0 +1,35 @@ +{ + "format_version": "1.0", + "profile": "Package", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T18:34:07", + "assets": [ + 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https://git-lfs.github.com/spec/v1 +oid sha256:c4230b500d567f1aef30bae49d134642d5fad88eb3793e3505c45cdf4e1e83a1 +size 265270 diff --git a/assets/broken/vehicleSupport_floor_jack_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/vehicleSupport_floor_jack_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/vehicleSupport_floor_jack_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/vehicleSupport_floor_jack_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/vehicleSupport_floor_jack_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/vehicleSupport_floor_jack_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/vehicleSupport_floor_jack_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/vehicleSupport_floor_jack_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/vehicleSupport_floor_jack_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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a/assets/broken/vehicleSupport_transmission_jack_a01/.metadata/com.nvidia.simready.root_usds.json b/assets/broken/vehicleSupport_transmission_jack_a01/.metadata/com.nvidia.simready.root_usds.json new file mode 100644 index 0000000000000000000000000000000000000000..88360d1a1fa865b77f0b0e8ae27b164a2876642a --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/.metadata/com.nvidia.simready.root_usds.json @@ -0,0 +1,6 @@ +{ + "format_version": "1.0", + "entries": [ + "asset.usdc" + ] +} diff --git a/assets/broken/vehicleSupport_transmission_jack_a01/LICENSE-NVIDIA.txt b/assets/broken/vehicleSupport_transmission_jack_a01/LICENSE-NVIDIA.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/LICENSE-NVIDIA.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative 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0000000000000000000000000000000000000000..6abef9fb88c1b001b1a33c94a3485b9b70d7238e --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/NOTICE.md @@ -0,0 +1,7 @@ +# Attribution and modifications + +Derived from NVIDIA SimReady `vehicleSupport_transmission_jack_a01` at revision `4763fbfaa4f8e97658e68b57d01b4c86659e08b5`. + +Source: https://huggingface.co/datasets/nvidia/simready-assets/tree/4763fbfaa4f8e97658e68b57d01b4c86659e08b5/vehicleSupport_transmission_jack_a01 + +The source asset is licensed CC BY 4.0; its original licence and metadata are retained. HCLTech Robotics modified USD composition, geometry and/or physical properties to create this SimRepairBench repair task. This modified asset is not an original NVIDIA release and does not imply NVIDIA endorsement. diff --git a/assets/broken/vehicleSupport_transmission_jack_a01/asset.usdc b/assets/broken/vehicleSupport_transmission_jack_a01/asset.usdc new file mode 100644 index 0000000000000000000000000000000000000000..a48477554d86c928a1778eea08db52209a0be03c --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/asset.usdc @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:76e3b103220ad6126ab1e8f34489b912b1f088564f4f150910358c29d3ddc17b +size 18292531 diff --git a/assets/broken/vehicleSupport_transmission_jack_a01/evidence.json b/assets/broken/vehicleSupport_transmission_jack_a01/evidence.json new file mode 100644 index 0000000000000000000000000000000000000000..abbe8081d99cc345a4b7d5330b4d81eea2f972de --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/evidence.json @@ -0,0 +1,1680 @@ +{ + "case_id": "R01", + "units": { + "meters_per_unit": 1.0, + 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100644 index 0000000000000000000000000000000000000000..3771b77201a66507724f201e1dafdb82471f4464 --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/instruction.md @@ -0,0 +1,9 @@ +# Transmission jack + +Repair `asset.usdc` and its resources to restore the object described by `evidence.json`. + +A hierarchy/units conversion damages a constrained mechanism while preserving its initial appearance. + +The required constraint graph remains connected and closes throughout the permitted motion. Slider travel and moving clearances agree with the brief. Preserve supporting wheels and all visible components. + +Exercise authored joints with controlled inputs. Hydraulic pressure, pumping performance and load ratings are outside this case. diff --git a/assets/broken/vehicleSupport_transmission_jack_a01/source/.metadata/LICENSE.txt b/assets/broken/vehicleSupport_transmission_jack_a01/source/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/source/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. Distribution of +Creative Commons public licenses does not create a lawyer-client or +other relationship. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/broken/vehicleSupport_transmission_jack_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/broken/vehicleSupport_transmission_jack_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..d879e9af536897c0f7fff6a9150b9c255e8f89aa --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/source/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T18:43:36", + "assets": [ + { + "asset": "simready_usd/sm_vehicleSupport_transmission_jack_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + 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a/assets/broken/vehicleSupport_transmission_jack_a01/source/simready_usd/source_assets/OmniPBR.mdl b/assets/broken/vehicleSupport_transmission_jack_a01/source/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/source/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/broken/vehicleSupport_transmission_jack_a01/source/simready_usd/source_assets/OmniPBRBase.mdl b/assets/broken/vehicleSupport_transmission_jack_a01/source/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/source/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/broken/vehicleSupport_transmission_jack_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/broken/vehicleSupport_transmission_jack_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/broken/vehicleSupport_transmission_jack_a01/source/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/CT_injection_system_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/CT_injection_system_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..f0fb305b256661b871fddcf3244d027038030df3 --- /dev/null +++ b/assets/whole/CT_injection_system_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T20:25:07", + "assets": [ + { + "asset": "simready_usd/sm_CT_injection_system_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [] + } + }, + { + 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sha256:82fe9f71273e3662799b4ec7c84209682a2d3f51607de706d62fb45ee87b3a37 +size 44022 diff --git a/assets/whole/CT_injection_system_a01/simready_usd/payloads/materials.usda b/assets/whole/CT_injection_system_a01/simready_usd/payloads/materials.usda new file mode 100644 index 0000000000000000000000000000000000000000..ad368ebf3aadc03d09afe358fe2c3a8781122409 --- /dev/null +++ b/assets/whole/CT_injection_system_a01/simready_usd/payloads/materials.usda @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1b8c890ced2e67162065f02b0f09b451b68145736d5dfc928106b8e5a5840708 +size 51181 diff --git a/assets/whole/CT_injection_system_a01/simready_usd/sm_CT_injection_system_a01_01.usd b/assets/whole/CT_injection_system_a01/simready_usd/sm_CT_injection_system_a01_01.usd new file mode 100644 index 0000000000000000000000000000000000000000..b3682b2e9cecc758b950f3b390b00ab56d6f6ba3 --- /dev/null +++ b/assets/whole/CT_injection_system_a01/simready_usd/sm_CT_injection_system_a01_01.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:638d38b1d770cc6ac4cafe3030ce9b7f5dbf223c66dbdd170441b75ed4dca3a3 +size 26549 diff --git a/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniGlass.mdl b/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniGlass.mdl new file mode 100644 index 0000000000000000000000000000000000000000..39849aaa57e1d4bf1aec8f108f8fc7f7a25232c7 --- /dev/null +++ b/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniGlass.mdl @@ -0,0 +1,261 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; +import ::anno::*; +import ::base::*; +import ::tex::*; + +using OmniGlass_Opacity import OmniGlass_Opacity; +export annotation distill_off(); + + +export material OmniGlass +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("roughness") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = false + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV") + ]] +) +[[ + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass"), + anno::version( 1, 0, 0), + anno::in_group("Base"), + anno::description("Omni Glass Material V2"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += OmniGlass_Opacity( + glass_color: glass_color, + glass_color_texture: glass_color_texture, + frosting_roughness: frosting_roughness, + glass_ior: glass_ior, + thin_walled: thin_walled, + depth: depth, + roughness_texture_influence: roughness_texture_influence, + roughness_texture: roughness_texture, + reflection_color_texture: reflection_color_texture, + reflection_color: reflection_color, + normal_map_texture: normal_map_texture, + normal_map_strength: normal_map_strength, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + enable_opacity: enable_opacity, + cutout_opacity: cutout_opacity, + cutout_opacity_texture: cutout_opacity_texture, + cutout_opacity_mono_source: cutout_opacity_mono_source, + opacity_threshold: opacity_threshold, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale +); \ No newline at end of file diff --git a/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl b/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl new file mode 100644 index 0000000000000000000000000000000000000000..233328a4737ff2f4ba141cb6c0a109ff1772566f --- /dev/null +++ b/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl @@ -0,0 +1,487 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + + +mdl 1.4; + +import ::tex::*; +import ::base::*; +import ::math::*; +import ::anno::*; +import ::df::*; +import ::state::*; +import OmniPBRBase::*; + +const string COPYRIGHT = +" Copyright 1986, 2020 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"; + +export annotation distill_off(); + + +float get_float( + uniform texture_2d t, + float f, + base::texture_coordinate_info uvw, + uniform base::mono_mode mono_source = base::mono_maximum +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + mono_source, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).mono : + f; +} + +color get_color( + uniform texture_2d t, + color c, + base::texture_coordinate_info uvw +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + base::mono_alpha, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).tint : + c; +} + +float apply_roughness_influence( + uniform texture_2d roughness_texture, + float constant_roughness, + float roughness_influence, + base::texture_coordinate_info uvw +) +{ + return math::lerp( + constant_roughness, + get_float(roughness_texture, constant_roughness, uvw), + roughness_influence + ); +} + +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; +} + + +export material OmniGlass_Opacity +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = true + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Scale"), + anno::description("Larger numbers increase the size."), + anno::in_group("UV") + ]] +) +[[ + anno::copyright_notice(COPYRIGHT), + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass Opacity"), + anno::version( 1, 0, 0), + anno::description("Omni Glass Opacity Material"), + anno::in_group("Base"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += let { + // Material Properties + bool local_thin_walled = (tex::texture_isvalid(cutout_opacity_texture) || cutout_opacity != 1.f) ? true : thin_walled; + color local_glass_ior = glass_ior; + + + // UVW Properties + // Generating the texture coordinates for the texture lookups + base::texture_coordinate_system the_system = world_or_object ? + base::texture_coordinate_world : + base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? + base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 + ); + + + // Opacity Properties + float opacity_value = get_float(cutout_opacity_texture, cutout_opacity, transformed_uvw, cutout_opacity_mono_source); + + // The opacity_threshold is interpreted as follows: + // 1. opacity_threshold > 0: binary opacity masking mode + // i.e.: if opacity_value > opacity_threshold we remap opacity_value to 1.0, otherwise to 0.0 + // 2. opacity_threshold == 0: fractional opacity mode. Leaves the opacity_value untouched, + // allowing the renderer to use fractional cutout_opacity values, if it supports this feature + // + // NOTE: when the renderer does not enable 'fractional cutout opacity' it interprets + // cutout_opacity values of 1.0 as opaque and anything below as fully transparent + float local_cutout_opacity = enable_opacity ? + ((opacity_threshold == 0.0) ? + opacity_value : + ((opacity_value >= opacity_threshold) ? 1.0 : 0) + ) : + 1.0; + + + // Surface Properties + color local_reflection_color = get_color(reflection_color_texture, reflection_color, transformed_uvw); + color local_transmission_color = get_color(glass_color_texture, glass_color, transformed_uvw); + + OmniPBRBase::NormalData defaultData(state::normal(), float2(0.f)); + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normal_map_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + normal_map_texture, + normal_map_strength, + flip_tangent_u, + flip_tangent_v, + transformed_uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false, + 1.f, + 0.f, + 0.f, + int2(0), + tex::wrap_repeat, + 30.f + ) : + defaultData; + + float local_roughness = apply_roughness_influence( + roughness_texture, + frosting_roughness, + roughness_texture_influence, + transformed_uvw + ); + float2 local_roughness_squared( + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x), + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y) + ); + + float3 the_normal = normal_data.normal; + + bsdf ggx_1 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_reflection_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_reflect + ); + + bsdf ggx_2 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_transmission_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_transmit + ); + + material_surface local_surface( + ::df::fresnel_layer( + ior: glass_ior, + weight: 1.f, + layer: ggx_1, + base: ggx_2, + normal: the_normal + ), + material_emission() + ); + + + // Volume Properties + color local_volume_absorption = depth; + color local_volume_scattering = color(0.f, 0.f, 0.f); + + material_volume local_volume(vdf(), local_volume_absorption, local_volume_scattering); + + + // Geometry Properties + material_geometry local_geometry(float3(0.f), local_cutout_opacity, the_normal); + +} in material( + thin_walled: local_thin_walled, + surface: local_surface, + ior: local_glass_ior, + volume: local_volume, + geometry: local_geometry +); diff --git a/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniPBR.mdl b/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/CT_injection_system_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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0000000000000000000000000000000000000000..39849aaa57e1d4bf1aec8f108f8fc7f7a25232c7 --- /dev/null +++ b/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniGlass.mdl @@ -0,0 +1,261 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; +import ::anno::*; +import ::base::*; +import ::tex::*; + +using OmniGlass_Opacity import OmniGlass_Opacity; +export annotation distill_off(); + + +export material OmniGlass +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("roughness") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = false + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV") + ]] +) +[[ + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass"), + anno::version( 1, 0, 0), + anno::in_group("Base"), + anno::description("Omni Glass Material V2"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += OmniGlass_Opacity( + glass_color: glass_color, + glass_color_texture: glass_color_texture, + frosting_roughness: frosting_roughness, + glass_ior: glass_ior, + thin_walled: thin_walled, + depth: depth, + roughness_texture_influence: roughness_texture_influence, + roughness_texture: roughness_texture, + reflection_color_texture: reflection_color_texture, + reflection_color: reflection_color, + normal_map_texture: normal_map_texture, + normal_map_strength: normal_map_strength, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + enable_opacity: enable_opacity, + cutout_opacity: cutout_opacity, + cutout_opacity_texture: cutout_opacity_texture, + cutout_opacity_mono_source: cutout_opacity_mono_source, + opacity_threshold: opacity_threshold, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale +); \ No newline at end of file diff --git a/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl b/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl new file mode 100644 index 0000000000000000000000000000000000000000..233328a4737ff2f4ba141cb6c0a109ff1772566f --- /dev/null +++ b/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl @@ -0,0 +1,487 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + + +mdl 1.4; + +import ::tex::*; +import ::base::*; +import ::math::*; +import ::anno::*; +import ::df::*; +import ::state::*; +import OmniPBRBase::*; + +const string COPYRIGHT = +" Copyright 1986, 2020 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"; + +export annotation distill_off(); + + +float get_float( + uniform texture_2d t, + float f, + base::texture_coordinate_info uvw, + uniform base::mono_mode mono_source = base::mono_maximum +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + mono_source, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).mono : + f; +} + +color get_color( + uniform texture_2d t, + color c, + base::texture_coordinate_info uvw +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + base::mono_alpha, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).tint : + c; +} + +float apply_roughness_influence( + uniform texture_2d roughness_texture, + float constant_roughness, + float roughness_influence, + base::texture_coordinate_info uvw +) +{ + return math::lerp( + constant_roughness, + get_float(roughness_texture, constant_roughness, uvw), + roughness_influence + ); +} + +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; +} + + +export material OmniGlass_Opacity +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = true + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Scale"), + anno::description("Larger numbers increase the size."), + anno::in_group("UV") + ]] +) +[[ + anno::copyright_notice(COPYRIGHT), + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass Opacity"), + anno::version( 1, 0, 0), + anno::description("Omni Glass Opacity Material"), + anno::in_group("Base"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += let { + // Material Properties + bool local_thin_walled = (tex::texture_isvalid(cutout_opacity_texture) || cutout_opacity != 1.f) ? true : thin_walled; + color local_glass_ior = glass_ior; + + + // UVW Properties + // Generating the texture coordinates for the texture lookups + base::texture_coordinate_system the_system = world_or_object ? + base::texture_coordinate_world : + base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? + base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 + ); + + + // Opacity Properties + float opacity_value = get_float(cutout_opacity_texture, cutout_opacity, transformed_uvw, cutout_opacity_mono_source); + + // The opacity_threshold is interpreted as follows: + // 1. opacity_threshold > 0: binary opacity masking mode + // i.e.: if opacity_value > opacity_threshold we remap opacity_value to 1.0, otherwise to 0.0 + // 2. opacity_threshold == 0: fractional opacity mode. Leaves the opacity_value untouched, + // allowing the renderer to use fractional cutout_opacity values, if it supports this feature + // + // NOTE: when the renderer does not enable 'fractional cutout opacity' it interprets + // cutout_opacity values of 1.0 as opaque and anything below as fully transparent + float local_cutout_opacity = enable_opacity ? + ((opacity_threshold == 0.0) ? + opacity_value : + ((opacity_value >= opacity_threshold) ? 1.0 : 0) + ) : + 1.0; + + + // Surface Properties + color local_reflection_color = get_color(reflection_color_texture, reflection_color, transformed_uvw); + color local_transmission_color = get_color(glass_color_texture, glass_color, transformed_uvw); + + OmniPBRBase::NormalData defaultData(state::normal(), float2(0.f)); + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normal_map_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + normal_map_texture, + normal_map_strength, + flip_tangent_u, + flip_tangent_v, + transformed_uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false, + 1.f, + 0.f, + 0.f, + int2(0), + tex::wrap_repeat, + 30.f + ) : + defaultData; + + float local_roughness = apply_roughness_influence( + roughness_texture, + frosting_roughness, + roughness_texture_influence, + transformed_uvw + ); + float2 local_roughness_squared( + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x), + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y) + ); + + float3 the_normal = normal_data.normal; + + bsdf ggx_1 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_reflection_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_reflect + ); + + bsdf ggx_2 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_transmission_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_transmit + ); + + material_surface local_surface( + ::df::fresnel_layer( + ior: glass_ior, + weight: 1.f, + layer: ggx_1, + base: ggx_2, + normal: the_normal + ), + material_emission() + ); + + + // Volume Properties + color local_volume_absorption = depth; + color local_volume_scattering = color(0.f, 0.f, 0.f); + + material_volume local_volume(vdf(), local_volume_absorption, local_volume_scattering); + + + // Geometry Properties + material_geometry local_geometry(float3(0.f), local_cutout_opacity, the_normal); + +} in material( + thin_walled: local_thin_walled, + surface: local_surface, + ior: local_glass_ior, + volume: local_volume, + geometry: local_geometry +); diff --git a/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniPBR.mdl b/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/Xray_machine_buckyTable_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/appliance_dishwasher_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/appliance_dishwasher_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..10c1581767483d60ff8405b62b2af0a377e87efb --- /dev/null +++ b/assets/whole/appliance_dishwasher_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T21:37:07", + "assets": [ + { + "asset": "simready_usd/sm_appliance_dishwasher_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [] + } + }, + { 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b/assets/whole/appliance_dishwasher_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/appliance_dishwasher_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/appliance_dishwasher_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/appliance_dishwasher_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/appliance_dishwasher_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/appliance_dishwasher_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/appliance_dishwasher_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/appliance_dishwasher_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/arm_articulated_support_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/arm_articulated_support_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/arm_articulated_support_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/arm_articulated_support_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/arm_articulated_support_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/arm_articulated_support_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/bed_hospital_standard_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/bed_hospital_standard_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..de2c958a1699bc445f9a904a8e1ea15056341c97 --- /dev/null +++ b/assets/whole/bed_hospital_standard_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T22:09:12", + "assets": [ + { + "asset": "simready_usd/sm_bed_hospital_standard_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [] + } + }, 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sha256:75d72879adf9ce128a200f1fcbb98878086871531a99602772f74eabd3a49323 +size 34356 diff --git a/assets/whole/bed_hospital_standard_a01/simready_usd/payloads/materials.usda b/assets/whole/bed_hospital_standard_a01/simready_usd/payloads/materials.usda new file mode 100644 index 0000000000000000000000000000000000000000..03e6d5a5b5d06f2f4ec565f3b2480ab8ae9d0912 --- /dev/null +++ b/assets/whole/bed_hospital_standard_a01/simready_usd/payloads/materials.usda @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b7d33a7e1c90a59a8e8d82d43f95421141180e87ff32f1963737a953c7b73aad +size 108279 diff --git a/assets/whole/bed_hospital_standard_a01/simready_usd/sm_bed_hospital_standard_a01_01.usd b/assets/whole/bed_hospital_standard_a01/simready_usd/sm_bed_hospital_standard_a01_01.usd new file mode 100644 index 0000000000000000000000000000000000000000..c04b23ac7beb620211a86163f4eea3d3bbe9a221 --- /dev/null +++ b/assets/whole/bed_hospital_standard_a01/simready_usd/sm_bed_hospital_standard_a01_01.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:74880f3eade16321a0c35b271f290c2743e814f262a451631a818672a6b4c945 +size 21830 diff --git a/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniGlass.mdl b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniGlass.mdl new file mode 100644 index 0000000000000000000000000000000000000000..39849aaa57e1d4bf1aec8f108f8fc7f7a25232c7 --- /dev/null +++ b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniGlass.mdl @@ -0,0 +1,261 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; +import ::anno::*; +import ::base::*; +import ::tex::*; + +using OmniGlass_Opacity import OmniGlass_Opacity; +export annotation distill_off(); + + +export material OmniGlass +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("roughness") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = false + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV") + ]] +) +[[ + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass"), + anno::version( 1, 0, 0), + anno::in_group("Base"), + anno::description("Omni Glass Material V2"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += OmniGlass_Opacity( + glass_color: glass_color, + glass_color_texture: glass_color_texture, + frosting_roughness: frosting_roughness, + glass_ior: glass_ior, + thin_walled: thin_walled, + depth: depth, + roughness_texture_influence: roughness_texture_influence, + roughness_texture: roughness_texture, + reflection_color_texture: reflection_color_texture, + reflection_color: reflection_color, + normal_map_texture: normal_map_texture, + normal_map_strength: normal_map_strength, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + enable_opacity: enable_opacity, + cutout_opacity: cutout_opacity, + cutout_opacity_texture: cutout_opacity_texture, + cutout_opacity_mono_source: cutout_opacity_mono_source, + opacity_threshold: opacity_threshold, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale +); \ No newline at end of file diff --git a/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl new file mode 100644 index 0000000000000000000000000000000000000000..233328a4737ff2f4ba141cb6c0a109ff1772566f --- /dev/null +++ b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl @@ -0,0 +1,487 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + + +mdl 1.4; + +import ::tex::*; +import ::base::*; +import ::math::*; +import ::anno::*; +import ::df::*; +import ::state::*; +import OmniPBRBase::*; + +const string COPYRIGHT = +" Copyright 1986, 2020 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"; + +export annotation distill_off(); + + +float get_float( + uniform texture_2d t, + float f, + base::texture_coordinate_info uvw, + uniform base::mono_mode mono_source = base::mono_maximum +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + mono_source, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).mono : + f; +} + +color get_color( + uniform texture_2d t, + color c, + base::texture_coordinate_info uvw +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + base::mono_alpha, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).tint : + c; +} + +float apply_roughness_influence( + uniform texture_2d roughness_texture, + float constant_roughness, + float roughness_influence, + base::texture_coordinate_info uvw +) +{ + return math::lerp( + constant_roughness, + get_float(roughness_texture, constant_roughness, uvw), + roughness_influence + ); +} + +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; +} + + +export material OmniGlass_Opacity +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = true + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Scale"), + anno::description("Larger numbers increase the size."), + anno::in_group("UV") + ]] +) +[[ + anno::copyright_notice(COPYRIGHT), + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass Opacity"), + anno::version( 1, 0, 0), + anno::description("Omni Glass Opacity Material"), + anno::in_group("Base"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += let { + // Material Properties + bool local_thin_walled = (tex::texture_isvalid(cutout_opacity_texture) || cutout_opacity != 1.f) ? true : thin_walled; + color local_glass_ior = glass_ior; + + + // UVW Properties + // Generating the texture coordinates for the texture lookups + base::texture_coordinate_system the_system = world_or_object ? + base::texture_coordinate_world : + base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? + base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 + ); + + + // Opacity Properties + float opacity_value = get_float(cutout_opacity_texture, cutout_opacity, transformed_uvw, cutout_opacity_mono_source); + + // The opacity_threshold is interpreted as follows: + // 1. opacity_threshold > 0: binary opacity masking mode + // i.e.: if opacity_value > opacity_threshold we remap opacity_value to 1.0, otherwise to 0.0 + // 2. opacity_threshold == 0: fractional opacity mode. Leaves the opacity_value untouched, + // allowing the renderer to use fractional cutout_opacity values, if it supports this feature + // + // NOTE: when the renderer does not enable 'fractional cutout opacity' it interprets + // cutout_opacity values of 1.0 as opaque and anything below as fully transparent + float local_cutout_opacity = enable_opacity ? + ((opacity_threshold == 0.0) ? + opacity_value : + ((opacity_value >= opacity_threshold) ? 1.0 : 0) + ) : + 1.0; + + + // Surface Properties + color local_reflection_color = get_color(reflection_color_texture, reflection_color, transformed_uvw); + color local_transmission_color = get_color(glass_color_texture, glass_color, transformed_uvw); + + OmniPBRBase::NormalData defaultData(state::normal(), float2(0.f)); + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normal_map_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + normal_map_texture, + normal_map_strength, + flip_tangent_u, + flip_tangent_v, + transformed_uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false, + 1.f, + 0.f, + 0.f, + int2(0), + tex::wrap_repeat, + 30.f + ) : + defaultData; + + float local_roughness = apply_roughness_influence( + roughness_texture, + frosting_roughness, + roughness_texture_influence, + transformed_uvw + ); + float2 local_roughness_squared( + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x), + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y) + ); + + float3 the_normal = normal_data.normal; + + bsdf ggx_1 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_reflection_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_reflect + ); + + bsdf ggx_2 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_transmission_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_transmit + ); + + material_surface local_surface( + ::df::fresnel_layer( + ior: glass_ior, + weight: 1.f, + layer: ggx_1, + base: ggx_2, + normal: the_normal + ), + material_emission() + ); + + + // Volume Properties + color local_volume_absorption = depth; + color local_volume_scattering = color(0.f, 0.f, 0.f); + + material_volume local_volume(vdf(), local_volume_absorption, local_volume_scattering); + + + // Geometry Properties + material_geometry local_geometry(float3(0.f), local_cutout_opacity, the_normal); + +} in material( + thin_walled: local_thin_walled, + surface: local_surface, + ior: local_glass_ior, + volume: local_volume, + geometry: local_geometry +); diff --git a/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniPBR.mdl b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/t_metal_chromeClean_a01_tile_alb.png b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/t_metal_chromeClean_a01_tile_alb.png new file mode 100644 index 0000000000000000000000000000000000000000..7dba8547ab6816e426d3f4b0d23d1d90cd7806c4 --- /dev/null +++ b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/t_metal_chromeClean_a01_tile_alb.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:194ad479225d70650fd2e2f92563e48999c0deb0a2753260acbaefe38bc0940a +size 58790 diff --git a/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/t_metal_chromeClean_a01_tile_nor.png b/assets/whole/bed_hospital_standard_a01/simready_usd/source_assets/t_metal_chromeClean_a01_tile_nor.png new file mode 100644 index 0000000000000000000000000000000000000000..d8e308ff55f9894b6514148ca469392b61502ea5 --- /dev/null +++ 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/bodyPart_door_assembled_c01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/bodyPart_door_assembled_c01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..e3dbcb926b22c0cb2b334d5228c221faa30f137a --- /dev/null +++ b/assets/whole/bodyPart_door_assembled_c01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T22:24:01", + "assets": [ + { + "asset": "simready_usd/sm_bodyPart_door_assembled_c01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [] + 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a/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniGlass.mdl b/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniGlass.mdl new file mode 100644 index 0000000000000000000000000000000000000000..39849aaa57e1d4bf1aec8f108f8fc7f7a25232c7 --- /dev/null +++ b/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniGlass.mdl @@ -0,0 +1,261 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; +import ::anno::*; +import ::base::*; +import ::tex::*; + +using OmniGlass_Opacity import OmniGlass_Opacity; +export annotation distill_off(); + + +export material OmniGlass +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("roughness") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = false + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV") + ]] +) +[[ + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass"), + anno::version( 1, 0, 0), + anno::in_group("Base"), + anno::description("Omni Glass Material V2"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += OmniGlass_Opacity( + glass_color: glass_color, + glass_color_texture: glass_color_texture, + frosting_roughness: frosting_roughness, + glass_ior: glass_ior, + thin_walled: thin_walled, + depth: depth, + roughness_texture_influence: roughness_texture_influence, + roughness_texture: roughness_texture, + reflection_color_texture: reflection_color_texture, + reflection_color: reflection_color, + normal_map_texture: normal_map_texture, + normal_map_strength: normal_map_strength, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + enable_opacity: enable_opacity, + cutout_opacity: cutout_opacity, + cutout_opacity_texture: cutout_opacity_texture, + cutout_opacity_mono_source: cutout_opacity_mono_source, + opacity_threshold: opacity_threshold, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale +); \ No newline at end of file diff --git a/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniGlass_Opacity.mdl b/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniGlass_Opacity.mdl new file mode 100644 index 0000000000000000000000000000000000000000..233328a4737ff2f4ba141cb6c0a109ff1772566f --- /dev/null +++ b/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniGlass_Opacity.mdl @@ -0,0 +1,487 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + + +mdl 1.4; + +import ::tex::*; +import ::base::*; +import ::math::*; +import ::anno::*; +import ::df::*; +import ::state::*; +import OmniPBRBase::*; + +const string COPYRIGHT = +" Copyright 1986, 2020 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"; + +export annotation distill_off(); + + +float get_float( + uniform texture_2d t, + float f, + base::texture_coordinate_info uvw, + uniform base::mono_mode mono_source = base::mono_maximum +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + mono_source, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).mono : + f; +} + +color get_color( + uniform texture_2d t, + color c, + base::texture_coordinate_info uvw +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + base::mono_alpha, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).tint : + c; +} + +float apply_roughness_influence( + uniform texture_2d roughness_texture, + float constant_roughness, + float roughness_influence, + base::texture_coordinate_info uvw +) +{ + return math::lerp( + constant_roughness, + get_float(roughness_texture, constant_roughness, uvw), + roughness_influence + ); +} + +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; +} + + +export material OmniGlass_Opacity +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = true + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 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") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; 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") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Scale"), + anno::description("Larger numbers increase the size."), + anno::in_group("UV") + ]] +) +[[ + anno::copyright_notice(COPYRIGHT), + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass Opacity"), + anno::version( 1, 0, 0), + anno::description("Omni Glass Opacity Material"), + anno::in_group("Base"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += let { + // Material Properties + bool local_thin_walled = (tex::texture_isvalid(cutout_opacity_texture) || cutout_opacity != 1.f) ? true : thin_walled; + color local_glass_ior = glass_ior; + + + // UVW Properties + // Generating the texture coordinates for the texture lookups + base::texture_coordinate_system the_system = world_or_object ? + base::texture_coordinate_world : + base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? + base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 + ); + + + // Opacity Properties + float opacity_value = get_float(cutout_opacity_texture, cutout_opacity, transformed_uvw, cutout_opacity_mono_source); + + // The opacity_threshold is interpreted as follows: + // 1. opacity_threshold > 0: binary opacity masking mode + // i.e.: if opacity_value > opacity_threshold we remap opacity_value to 1.0, otherwise to 0.0 + // 2. opacity_threshold == 0: fractional opacity mode. Leaves the opacity_value untouched, + // allowing the renderer to use fractional cutout_opacity values, if it supports this feature + // + // NOTE: when the renderer does not enable 'fractional cutout opacity' it interprets + // cutout_opacity values of 1.0 as opaque and anything below as fully transparent + float local_cutout_opacity = enable_opacity ? + ((opacity_threshold == 0.0) ? + opacity_value : + ((opacity_value >= opacity_threshold) ? 1.0 : 0) + ) : + 1.0; + + + // Surface Properties + color local_reflection_color = get_color(reflection_color_texture, reflection_color, transformed_uvw); + color local_transmission_color = get_color(glass_color_texture, glass_color, transformed_uvw); + + OmniPBRBase::NormalData defaultData(state::normal(), float2(0.f)); + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normal_map_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + normal_map_texture, + normal_map_strength, + flip_tangent_u, + flip_tangent_v, + transformed_uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false, + 1.f, + 0.f, + 0.f, + int2(0), + tex::wrap_repeat, + 30.f + ) : + defaultData; + + float local_roughness = apply_roughness_influence( + roughness_texture, + frosting_roughness, + roughness_texture_influence, + transformed_uvw + ); + float2 local_roughness_squared( + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x), + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y) + ); + + float3 the_normal = normal_data.normal; + + bsdf ggx_1 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_reflection_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_reflect + ); + + bsdf ggx_2 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_transmission_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_transmit + ); + + material_surface local_surface( + ::df::fresnel_layer( + ior: glass_ior, + weight: 1.f, + layer: ggx_1, + base: ggx_2, + normal: the_normal + ), + material_emission() + ); + + + // Volume Properties + color local_volume_absorption = depth; + color local_volume_scattering = color(0.f, 0.f, 0.f); + + material_volume local_volume(vdf(), local_volume_absorption, local_volume_scattering); + + + // Geometry Properties + material_geometry local_geometry(float3(0.f), local_cutout_opacity, the_normal); + +} in material( + thin_walled: local_thin_walled, + surface: local_surface, + ior: local_glass_ior, + volume: local_volume, + geometry: local_geometry +); diff --git a/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniPBR.mdl b/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/bodyPart_door_assembled_c01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/brakeSystem_brakes_assembly_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/brakeSystem_brakes_assembly_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..29303dfd3e363479b9f77b24aa9c81adaf4ba816 --- /dev/null +++ b/assets/whole/brakeSystem_brakes_assembly_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T23:05:56", + "assets": [ + { + "asset": "simready_usd/sm_brakeSystem_brakes_assembly_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + 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+/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/brakeSystem_brakes_assembly_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/brakeSystem_brakes_assembly_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/brakeSystem_brakes_assembly_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/brakeSystem_brakes_assembly_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/brakeSystem_brakes_assembly_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/brakeSystem_brakes_assembly_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/chair_patient_mobile_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/chair_patient_mobile_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..873b87b40cfe9769407ab44ae782d60e5519a367 --- /dev/null +++ b/assets/whole/chair_patient_mobile_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-08T23:27:43", + "assets": [ + { + "asset": "simready_usd/sm_chair_patient_mobile_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [] + } + }, + { 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b/assets/whole/chair_patient_mobile_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/chair_patient_mobile_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/chair_patient_mobile_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/chair_patient_mobile_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/chair_patient_mobile_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/chair_patient_mobile_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/chair_patient_mobile_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/chair_patient_mobile_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_alb.png b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_alb.png new file mode 100644 index 0000000000000000000000000000000000000000..b833f5c2016256999e17cc9121e16856633118a8 --- /dev/null +++ b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_alb.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b6d2ceff7029ee26d0ee88c3e409c07acc57b5142916a99de7bbcdee7ebb8b82 +size 1637730 diff --git a/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_nor.png b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_nor.png new file mode 100644 index 0000000000000000000000000000000000000000..357a82b8ff695c8583eb1ee4c1b35f74f7de0a5e --- /dev/null +++ b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_nor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b7d34f59a6d584d08d707710275aba59ad0b34368ae0753529db3948ed30f8a8 +size 8109327 diff --git a/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_orm.png b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_orm.png new file mode 100644 index 0000000000000000000000000000000000000000..d55c6b6cacbb3506c285928c1f7345366beba393 --- /dev/null +++ b/assets/whole/climate_shopFan_pedestal_a01/simready_usd/source_assets/t_climate_shopFan_pedestal_a01_orm.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f938b2b8fd30af749c282ff4589b26d82606f7e8dea3304759aea0f42d05f0ec +size 7456099 diff --git a/assets/whole/conveyor_belt_a47/.metadata/LICENSE.txt b/assets/whole/conveyor_belt_a47/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/whole/conveyor_belt_a47/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/conveyor_belt_a47/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/conveyor_belt_a47/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..49b9e5187274fa9f46fd9f65c67c57447e4c32e0 --- /dev/null +++ b/assets/whole/conveyor_belt_a47/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T20:50:04", + "assets": [ + { + "asset": "simready_usd/sm_conveyor_belt_a47_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [] + } + }, + { + "FET_033_STANDARD": { + 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100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/conveyor_belt_a47/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/conveyor_belt_a47/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/conveyor_belt_a47/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/conveyor_belt_a47/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/conveyor_belt_a47/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/conveyor_belt_a47/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/conveyor_belt_a47/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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0000000000000000000000000000000000000000..a2f2745f1def4324994c85e45110148279e39636 --- /dev/null +++ b/assets/whole/drum_plastic_nesting_a02/simready_usd/sm_drum_plastic_nesting_a02_01.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d50341d3c2583504d96a79d43a659b7381c7c0f885143d838eefbf14d14af0ca +size 21311 diff --git a/assets/whole/drum_plastic_nesting_a02/simready_usd/source_assets/OmniPBR.mdl b/assets/whole/drum_plastic_nesting_a02/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/drum_plastic_nesting_a02/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/drum_plastic_nesting_a02/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/drum_plastic_nesting_a02/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/drum_plastic_nesting_a02/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/drum_plastic_nesting_a02/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/drum_plastic_nesting_a02/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/drum_plastic_nesting_a02/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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b/assets/whole/engineAssembly_v6_engine_a01/simready_usd/source_assets/.thumbs/512x512/t_rubber_smooth_black_a01_tile_orm.png.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:690dff4cc69d6832e744e946e9eb6d3d7eee62b11b4cf1e28dce9cb22faccb1c +size 324643 diff --git a/assets/whole/engineAssembly_v6_engine_a01/simready_usd/source_assets/OmniPBR.mdl b/assets/whole/engineAssembly_v6_engine_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/engineAssembly_v6_engine_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/engineAssembly_v6_engine_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/engineAssembly_v6_engine_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/engineAssembly_v6_engine_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/engineAssembly_v6_engine_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/engineAssembly_v6_engine_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/engineAssembly_v6_engine_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/equipment_bench_vise_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/equipment_bench_vise_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..4798cc6b639346e0dc3187f5ea336944c49b2aa8 --- /dev/null +++ b/assets/whole/equipment_bench_vise_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T02:14:19", + "assets": [ + { + "asset": "simready_usd/sm_equipment_bench_vise_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [] + } + }, + { 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a/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/.thumbs/512x512/t_benchVise_blue_a01_orm.png.png b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/.thumbs/512x512/t_benchVise_blue_a01_orm.png.png new file mode 100644 index 0000000000000000000000000000000000000000..1eae87ac659c9c1521d04d3e27fc0b56a743f381 --- /dev/null +++ b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/.thumbs/512x512/t_benchVise_blue_a01_orm.png.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ef9106883705f1d2ca06227a7d127d80e54672e263bf06d24a421a1f25784b15 +size 387036 diff --git a/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/OmniPBR.mdl b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/t_benchVise_blue_a01_alb.png b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/t_benchVise_blue_a01_alb.png new file mode 100644 index 0000000000000000000000000000000000000000..cc4794e465fabb56c7140d709b20c2a9225dd8f3 --- /dev/null +++ b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/t_benchVise_blue_a01_alb.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2b066f56e08b8eba0ce4a9806089095ddca40da0fec99bf0fef4f59634929a40 +size 19923975 diff --git a/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/t_benchVise_blue_a01_nor.png b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/t_benchVise_blue_a01_nor.png new file mode 100644 index 0000000000000000000000000000000000000000..20c52f7dbfc53cb3d5175d1832e3d1dbff89778c --- /dev/null +++ b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/t_benchVise_blue_a01_nor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0a22b214c59b4717190e9408cc3095652fe61deb60a18c2351307d839e1dc6a2 +size 18664087 diff --git a/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/t_benchVise_blue_a01_orm.png b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/t_benchVise_blue_a01_orm.png new file mode 100644 index 0000000000000000000000000000000000000000..716669ba9ddaa347f4d99c3cab4123227a01ed88 --- /dev/null +++ b/assets/whole/equipment_bench_vise_a01/simready_usd/source_assets/t_benchVise_blue_a01_orm.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5bc03ccb20d8516556dac3e1dc66f1fb6e3795193a53103a9708e51421543cc6 +size 18853037 diff --git a/assets/whole/equipment_parts_washer_manual_c01/.metadata/LICENSE.txt b/assets/whole/equipment_parts_washer_manual_c01/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/whole/equipment_parts_washer_manual_c01/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/equipment_parts_washer_manual_c01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/equipment_parts_washer_manual_c01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..f650639805efb894445ecae618d8bde69996085e --- /dev/null +++ b/assets/whole/equipment_parts_washer_manual_c01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T02:34:42", + "assets": [ + { + "asset": "simready_usd/sm_equipment_parts_washer_manual_c01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": 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b/assets/whole/equipment_parts_washer_manual_c01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/equipment_parts_washer_manual_c01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/equipment_parts_washer_manual_c01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/equipment_parts_washer_manual_c01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/equipment_parts_washer_manual_c01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/equipment_parts_washer_manual_c01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/equipment_parts_washer_manual_c01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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b/assets/whole/equipment_rolling_tool_cabinet_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/equipment_rolling_tool_cabinet_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/equipment_rolling_tool_cabinet_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/equipment_rolling_tool_cabinet_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/equipment_rolling_tool_cabinet_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/equipment_rolling_tool_cabinet_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/equipment_rolling_tool_cabinet_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..a9670533f2ed477e874c6dc5d8d91f0db3ea6a19 --- /dev/null +++ b/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T03:14:29", + "assets": [ + { + "asset": "simready_usd/sm_facilityFurniture_lockerUnit_multiDoor_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + 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b/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/facilityFurniture_lockerUnit_multiDoor_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/handTool_knife_foldingUtility_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/handTool_knife_foldingUtility_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..fc956837a440e765b3dad2d18186682e8ae94c20 --- /dev/null +++ b/assets/whole/handTool_knife_foldingUtility_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T05:20:07", + "assets": [ + { + "asset": "simready_usd/sm_handTool_knife_foldingUtility_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": 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All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/handTool_knife_foldingUtility_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/handTool_knife_foldingUtility_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/handTool_knife_foldingUtility_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/handTool_knife_foldingUtility_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/handTool_knife_foldingUtility_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/handTool_knife_foldingUtility_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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sha256:fb91d6ad9004af9c59b54a8bda5db5001ab393ab473c87c26ba35603c69878ff +size 371104 diff --git a/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/OmniPBR.mdl b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/t_handTools_pliers_a01_alb.png b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/t_handTools_pliers_a01_alb.png new file mode 100644 index 0000000000000000000000000000000000000000..7407e7d7392fce2614ec2dcd99655f13445b9249 --- /dev/null +++ b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/t_handTools_pliers_a01_alb.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a7b1db836b9ea28d0f142eebc7291231468320b74d7fc6140f16a9a4fbdd1a13 +size 15269844 diff --git a/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/t_handTools_pliers_a01_nor.png b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/t_handTools_pliers_a01_nor.png new file mode 100644 index 0000000000000000000000000000000000000000..c504900a096d2b1782ed74de3fe0e999cdd251be --- /dev/null +++ b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/t_handTools_pliers_a01_nor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8319f7dcaa3fbeb038072312e5c7691ed099887c53a7aa9cdc87f3de42e4bbaa +size 6870023 diff --git a/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/t_handTools_pliers_a01_orm.png b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/t_handTools_pliers_a01_orm.png new file mode 100644 index 0000000000000000000000000000000000000000..7772e2d7d1f2c72c0d952c1e9b01fd6e831ca23d --- /dev/null +++ b/assets/whole/handTool_pliers_locking_a01/simready_usd/source_assets/t_handTools_pliers_a01_orm.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0e88ed4f02b7c2646d9b9369cf6c557ae61fc801bccc63c9cce087a25a27ef60 +size 14018942 diff --git a/assets/whole/handTool_wrench_adjustable_a01/.metadata/LICENSE.txt b/assets/whole/handTool_wrench_adjustable_a01/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/whole/handTool_wrench_adjustable_a01/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/handTool_wrench_adjustable_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/handTool_wrench_adjustable_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..ab35ac22fa6830a37223a9296fa2dd612d30e911 --- /dev/null +++ b/assets/whole/handTool_wrench_adjustable_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T05:36:53", + "assets": [ + { + "asset": "simready_usd/sm_handTool_wrench_adjustable_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + 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a/assets/whole/handTool_wrench_adjustable_a01/simready_usd/source_assets/OmniPBR.mdl b/assets/whole/handTool_wrench_adjustable_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/handTool_wrench_adjustable_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/handTool_wrench_adjustable_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/handTool_wrench_adjustable_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/handTool_wrench_adjustable_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/handTool_wrench_adjustable_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/handTool_wrench_adjustable_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/handTool_wrench_adjustable_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/t_metal_glossy_a01_tile_alb.png b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/t_metal_glossy_a01_tile_alb.png new file mode 100644 index 0000000000000000000000000000000000000000..88ef4faae0d2eeaf4bf276fe99a7d121283074ec --- /dev/null +++ b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/t_metal_glossy_a01_tile_alb.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bbb6a7fd1d0627aa44115b96a93c293d11b8eb164b5e0cbd767813644e47e65b +size 17018568 diff --git a/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/t_metal_glossy_a01_tile_nor.png b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/t_metal_glossy_a01_tile_nor.png new file mode 100644 index 0000000000000000000000000000000000000000..ca2af3546cd941d37394d290f74e2fd8c2059145 --- /dev/null +++ b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/t_metal_glossy_a01_tile_nor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f26a7354c9fcdd1b921aba49bd71c0d529cc68d404386d787ea3cd1872fbdb0e +size 4969669 diff --git a/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/t_metal_glossy_a01_tile_orm.png b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/t_metal_glossy_a01_tile_orm.png new file mode 100644 index 0000000000000000000000000000000000000000..42e653fd4ac4393d677ca852702c2c70b5ecc48a --- /dev/null +++ b/assets/whole/instrument_hand_drill_b01/simready_usd/source_assets/t_metal_glossy_a01_tile_orm.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6d9b0891ee9d4a8dca391cfe5f0f0800d40754465d0b0ca25b95352565457e8d +size 14112974 diff --git a/assets/whole/ladder_multiPurpose_aluminium_a03/.metadata/LICENSE.txt b/assets/whole/ladder_multiPurpose_aluminium_a03/.metadata/LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/whole/ladder_multiPurpose_aluminium_a03/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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b/assets/whole/ladder_multiPurpose_aluminium_a03/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/ladder_multiPurpose_aluminium_a03/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/ladder_multiPurpose_aluminium_a03/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/ladder_multiPurpose_aluminium_a03/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/ladder_multiPurpose_aluminium_a03/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/ladder_multiPurpose_aluminium_a03/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/ladder_multiPurpose_aluminium_a03/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/palletJack_heavyDuty_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/palletJack_heavyDuty_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/palletJack_heavyDuty_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/palletJack_heavyDuty_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/palletJack_heavyDuty_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/palletJack_heavyDuty_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: base.surface, +geometry: base.geometry +); 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/rack_composition_a04/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/rack_composition_a04/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..0fdbe14319062429138be55b5ed341f815148828 --- /dev/null +++ b/assets/whole/rack_composition_a04/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T15:26:29", + "assets": [ + { + "asset": "simready_usd/sm_rack_composition_a04_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + "dependencies": [] + } + }, + { + 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100644 index 0000000000000000000000000000000000000000..ec60f5ddec39b1553fa2807771447b237a3cccc7 --- /dev/null +++ b/assets/whole/rack_composition_a04/simready_usd/source_assets/.thumbs/512x512/t_corrugatedboxes_b01_trim_orm.png.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5b7e981cabdfa1e9a14a0e0a589d95ffbeff34566159d4f58f78354c23b025a0 +size 274521 diff --git a/assets/whole/rack_composition_a04/simready_usd/source_assets/OmniPBR.mdl b/assets/whole/rack_composition_a04/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/rack_composition_a04/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/rack_composition_a04/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/rack_composition_a04/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/rack_composition_a04/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/rack_composition_a04/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/rack_composition_a04/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/rack_composition_a04/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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100644 index 0000000000000000000000000000000000000000..da6ab6cc8f333d7e89a99812866df8f24374d47c --- /dev/null +++ b/assets/whole/vehicleSupport_floor_jack_a01/.metadata/LICENSE.txt @@ -0,0 +1,396 @@ +Attribution 4.0 International + +======================================================================= + +Creative Commons Corporation ("Creative Commons") is not a law firm and +does not provide legal services or legal advice. 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/vehicleSupport_floor_jack_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/vehicleSupport_floor_jack_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..d4a97b85544a2cfcb3620ea5532533250ce7a113 --- /dev/null +++ b/assets/whole/vehicleSupport_floor_jack_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T18:34:07", + "assets": [ + { + "asset": "simready_usd/sm_vehicleSupport_floor_jack_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + "failing_requirements": [], + 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+/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/vehicleSupport_floor_jack_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/vehicleSupport_floor_jack_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/vehicleSupport_floor_jack_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/vehicleSupport_floor_jack_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/vehicleSupport_floor_jack_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/vehicleSupport_floor_jack_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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Except for the limited purpose of indicating that +material is shared under a Creative Commons public license or as +otherwise permitted by the Creative Commons policies published at +creativecommons.org/policies, Creative Commons does not authorize the +use of the trademark "Creative Commons" or any other trademark or logo +of Creative Commons without its prior written consent including, +without limitation, in connection with any unauthorized modifications +to any of its public licenses or any other arrangements, +understandings, or agreements concerning use of licensed material. For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/assets/whole/vehicleSupport_transmission_jack_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json b/assets/whole/vehicleSupport_transmission_jack_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json new file mode 100644 index 0000000000000000000000000000000000000000..d879e9af536897c0f7fff6a9150b9c255e8f89aa --- /dev/null +++ b/assets/whole/vehicleSupport_transmission_jack_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json @@ -0,0 +1,38 @@ +{ + "format_version": "1.0", + "profile": "Package-Candidate", + "profile_version": "1.0.0", + "timestamp": "2026-10-09T18:43:36", + "assets": [ + { + "asset": "simready_usd/sm_vehicleSupport_transmission_jack_a01_01.usd", + "features": [ + { + "FET_031_STANDARD": { + "version": "0.1.0", + "passed": true, + 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0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/assets/whole/vehicleSupport_transmission_jack_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + 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") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/assets/whole/vehicleSupport_transmission_jack_a01/simready_usd/source_assets/OmniPBRBase.mdl b/assets/whole/vehicleSupport_transmission_jack_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/assets/whole/vehicleSupport_transmission_jack_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +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 +); diff --git a/assets/whole/vehicleSupport_transmission_jack_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/assets/whole/vehicleSupport_transmission_jack_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/assets/whole/vehicleSupport_transmission_jack_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +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 a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + 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 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + 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 + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // 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)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + 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(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // 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 emissive_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") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = 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(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + 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(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_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(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // 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") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, 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 detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + 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 + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + 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 : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + 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 : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0; + + material base = OmniPBRBase::OmniPBRBase( + diffuse_reflection_color: base_color, + specular_reflection_aniso_roughness: reflection_roughness, + specular_level: specular_level, + metalness: metallic, + enable_emission: enable_emission, + emission_color: final_emission_color, + emission_intensity: emissive_intensity, + enable_coat: enable_clearcoat, + coat_weight: clearcoat_weight, + coat_color: clearcoat_tint, + coat_transparency: clearcoat_transparency, + coat_aniso_roughness: clearcoat_reflection_roughness2, + coat_ior: clearcoat_ior, + enable_opacity: enable_opacity, + geometry_opacity: cutout_opacity, + clearcoat_geometry_normal: final_clearcoat_normal, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials, + geometry_normal: diffuse_gloss_normal + ); + +} in material( +surface: 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