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Duplicate from nvidia/simready-assets

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Co-authored-by: John Kosnik <jkosnik@users.noreply.huggingface.co>

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  1. .gitattributes +72 -0
  2. CT_injection_system_a01/.metadata/LICENSE.txt +396 -0
  3. CT_injection_system_a01/.metadata/com.nvidia.simready.conformance.Package-Candidate@1.0.0.json +38 -0
  4. CT_injection_system_a01/.metadata/com.nvidia.simready.conformance.Package@1.0.0.json +35 -0
  5. CT_injection_system_a01/.metadata/com.nvidia.simready.packaging.bom.json +474 -0
  6. CT_injection_system_a01/.metadata/com.nvidia.simready.root_usds.json +6 -0
  7. CT_injection_system_a01/com.nvidia.simready.packaging.json +19 -0
  8. CT_injection_system_a01/simready_usd/.thumbs/256x256/sm_CT_injection_system_a01_01.usd.png +3 -0
  9. CT_injection_system_a01/simready_usd/.thumbs/256x256/sm_CT_injection_system_a01_01.usd_light.png +3 -0
  10. CT_injection_system_a01/simready_usd/.thumbs/256x256/sm_CT_injection_system_a01_01.usd_transparent.png +3 -0
  11. CT_injection_system_a01/simready_usd/.thumbs/sm_CT_injection_system_a01_01_thumbnail.png +3 -0
  12. CT_injection_system_a01/simready_usd/Textures/t_metal_steelStainless_clean_a01_tile_alb.png +3 -0
  13. CT_injection_system_a01/simready_usd/Textures/t_metal_steelStainless_clean_a01_tile_nor.png +3 -0
  14. CT_injection_system_a01/simready_usd/Textures/t_metal_steelStainless_clean_a01_tile_orm.png +3 -0
  15. CT_injection_system_a01/simready_usd/Textures/t_plastic_black_a01_tile_alb.png +3 -0
  16. CT_injection_system_a01/simready_usd/Textures/t_plastic_black_a01_tile_nor.png +3 -0
  17. CT_injection_system_a01/simready_usd/Textures/t_plastic_black_a01_tile_orm.png +3 -0
  18. CT_injection_system_a01/simready_usd/Textures/t_plastic_blue_a01_tile_nor.png +3 -0
  19. CT_injection_system_a01/simready_usd/Textures/t_plastic_blue_a01_tile_orm.png +3 -0
  20. CT_injection_system_a01/simready_usd/Textures/t_plastic_glossy_black_a01_tile_alb.png +3 -0
  21. CT_injection_system_a01/simready_usd/Textures/t_plastic_glossy_black_a01_tile_nor.png +3 -0
  22. CT_injection_system_a01/simready_usd/Textures/t_plastic_glossy_black_a01_tile_orm.png +3 -0
  23. CT_injection_system_a01/simready_usd/Textures/t_plastic_glossy_white_a01_tile_alb.png +3 -0
  24. CT_injection_system_a01/simready_usd/Textures/t_plastic_glossy_white_a01_tile_nor.png +3 -0
  25. CT_injection_system_a01/simready_usd/Textures/t_plastic_glossy_white_a01_tile_orm.png +3 -0
  26. CT_injection_system_a01/simready_usd/Textures/t_plastic_gray_a01_tile_nor.png +3 -0
  27. CT_injection_system_a01/simready_usd/Textures/t_plastic_gray_a01_tile_orm.png +3 -0
  28. CT_injection_system_a01/simready_usd/Textures/t_rubber_new_a01_tile_alb.png +3 -0
  29. CT_injection_system_a01/simready_usd/Textures/t_rubber_new_a01_tile_nor.png +3 -0
  30. CT_injection_system_a01/simready_usd/Textures/t_rubber_new_a01_tile_orm.png +3 -0
  31. CT_injection_system_a01/simready_usd/payloads/MuJoCo/disabled.usda +3 -0
  32. CT_injection_system_a01/simready_usd/payloads/MuJoCo/enabled.usda +3 -0
  33. CT_injection_system_a01/simready_usd/payloads/Newton/disabled.usda +3 -0
  34. CT_injection_system_a01/simready_usd/payloads/Newton/enabled.usda +3 -0
  35. CT_injection_system_a01/simready_usd/payloads/PhysX/disabled.usda +3 -0
  36. CT_injection_system_a01/simready_usd/payloads/PhysX/enabled.usda +3 -0
  37. CT_injection_system_a01/simready_usd/payloads/Physics/physics.usda +3 -0
  38. CT_injection_system_a01/simready_usd/payloads/base.usda +3 -0
  39. CT_injection_system_a01/simready_usd/payloads/geometries.usd +3 -0
  40. CT_injection_system_a01/simready_usd/payloads/instances.usda +3 -0
  41. CT_injection_system_a01/simready_usd/payloads/instances_mujoco.usda +3 -0
  42. CT_injection_system_a01/simready_usd/payloads/instances_newton.usda +3 -0
  43. CT_injection_system_a01/simready_usd/payloads/instances_physx.usda +3 -0
  44. CT_injection_system_a01/simready_usd/payloads/materials.usda +3 -0
  45. CT_injection_system_a01/simready_usd/sm_CT_injection_system_a01_01.usd +3 -0
  46. CT_injection_system_a01/simready_usd/source_assets/OmniGlass.mdl +261 -0
  47. CT_injection_system_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl +487 -0
  48. CT_injection_system_a01/simready_usd/source_assets/OmniPBR.mdl +419 -0
  49. CT_injection_system_a01/simready_usd/source_assets/OmniPBRBase.mdl +493 -0
  50. CT_injection_system_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl +734 -0
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+ # Hugging Face stock dataset template.
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+ *.arrow filter=lfs diff=lfs merge=lfs -text
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+ *.h5 filter=lfs diff=lfs merge=lfs -text
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+ *.joblib filter=lfs diff=lfs merge=lfs -text
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+ *.lfs.* filter=lfs diff=lfs merge=lfs -text
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+ *.lz4 filter=lfs diff=lfs merge=lfs -text
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+ *.mds filter=lfs diff=lfs merge=lfs -text
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+ *.mlmodel filter=lfs diff=lfs merge=lfs -text
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+ *.model filter=lfs diff=lfs merge=lfs -text
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+ *.msgpack filter=lfs diff=lfs merge=lfs -text
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+ *.npy filter=lfs diff=lfs merge=lfs -text
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+ *.npz filter=lfs diff=lfs merge=lfs -text
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+ *.onnx filter=lfs diff=lfs merge=lfs -text
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+ *.ot filter=lfs diff=lfs merge=lfs -text
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+ *.parquet filter=lfs diff=lfs merge=lfs -text
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+ *.pb filter=lfs diff=lfs merge=lfs -text
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+ *.pickle filter=lfs diff=lfs merge=lfs -text
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+ *.pkl filter=lfs diff=lfs merge=lfs -text
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+ *.pt filter=lfs diff=lfs merge=lfs -text
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+ *.pth filter=lfs diff=lfs merge=lfs -text
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+ *.rar filter=lfs diff=lfs merge=lfs -text
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+ *.safetensors filter=lfs diff=lfs merge=lfs -text
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+ *.tar.* filter=lfs diff=lfs merge=lfs -text
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+ *.tar filter=lfs diff=lfs merge=lfs -text
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+ *.tflite filter=lfs diff=lfs merge=lfs -text
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+ *.tgz filter=lfs diff=lfs merge=lfs -text
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+ *.zst filter=lfs diff=lfs merge=lfs -text
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+ *tfevents* filter=lfs diff=lfs merge=lfs -text
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+ *.pcm filter=lfs diff=lfs merge=lfs -text
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+ *.sam filter=lfs diff=lfs merge=lfs -text
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+ *.raw filter=lfs diff=lfs merge=lfs -text
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+ *.aac filter=lfs diff=lfs merge=lfs -text
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+ *.mp3 filter=lfs diff=lfs merge=lfs -text
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+ *.ogg filter=lfs diff=lfs merge=lfs -text
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+ *.gif filter=lfs diff=lfs merge=lfs -text
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+ *.png filter=lfs diff=lfs merge=lfs -text
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+ *.mp4 filter=lfs diff=lfs merge=lfs -text
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+ *.webm filter=lfs diff=lfs merge=lfs -text
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+
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+ # SimReady content formats.
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+ *.usd filter=lfs diff=lfs merge=lfs -text
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+ *.usda filter=lfs diff=lfs merge=lfs -text
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+ *.usdc filter=lfs diff=lfs merge=lfs -text
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+ *.hdr filter=lfs diff=lfs merge=lfs -text
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+ *.tga filter=lfs diff=lfs merge=lfs -text
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+ *.dds filter=lfs diff=lfs merge=lfs -text
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+ IV_pole_a03/simready_usd/Textures/.t_plastic_black_a01_tile_orm.png.w3zp7lvy.download filter=lfs diff=lfs merge=lfs -text
CT_injection_system_a01/.metadata/LICENSE.txt ADDED
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CT_injection_system_a01/simready_usd/source_assets/OmniGlass.mdl ADDED
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1
+ /***************************************************************************************************
2
+ * Copyright 2020 NVIDIA Corporation. All rights reserved.
3
+ *
4
+ * Redistribution and use in source and binary forms, with or without
5
+ * modification, are permitted provided that the following conditions
6
+ * are met:
7
+ * * Redistributions of source code must retain the above copyright
8
+ * notice, this list of conditions and the following disclaimer.
9
+ * * Redistributions in binary form must reproduce the above copyright
10
+ * notice, this list of conditions and the following disclaimer in the
11
+ * documentation and/or other materials provided with the distribution.
12
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
13
+ * contributors may be used to endorse or promote products derived
14
+ * from this software without specific prior written permission.
15
+ *
16
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
17
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
20
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
+ **************************************************************************************************/
28
+
29
+ mdl 1.7;
30
+ import ::anno::*;
31
+ import ::base::*;
32
+ import ::tex::*;
33
+
34
+ using OmniGlass_Opacity import OmniGlass_Opacity;
35
+ export annotation distill_off();
36
+
37
+
38
+ export material OmniGlass
39
+ (
40
+ color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material
41
+ [[
42
+ anno::hidden(),
43
+ anno::unused()
44
+ ]],
45
+ uniform bool use_glass_color_texture = false
46
+ [[
47
+ anno::hidden(),
48
+ anno::unused()
49
+ ]],
50
+ uniform color glass_color = color(1.f, 1.f, 1.f)
51
+ [[
52
+ anno::display_name("Glass Color"),
53
+ anno::description("Sets the color of the glass"),
54
+ anno::hard_range(color(0.0), color(1.0)),
55
+ anno::in_group("Color")
56
+ ]],
57
+ uniform texture_2d glass_color_texture = texture_2d()
58
+ [[
59
+ anno::display_name("Glass Color Texture"),
60
+ anno::description("Specifies the texture to be used for the glass color of the material"),
61
+ anno::in_group("Color")
62
+ ]],
63
+ float frosting_roughness = 0.f
64
+ [[
65
+ anno::display_name("Glass Roughness"),
66
+ anno::description("Sets the roughness of the glass material "),
67
+ anno::hard_range(0.0, 1.0),
68
+ anno::in_group("Roughness")
69
+ ]],
70
+ uniform float glass_ior = 1.491f
71
+ [[
72
+ anno::display_name("Glass IOR"),
73
+ anno::description("Sets IOR of the glass material "),
74
+ anno::soft_range(1.0f, 4.0f),
75
+ anno::in_group("Refraction")
76
+ ]],
77
+ uniform bool thin_walled = false
78
+ [[
79
+ anno::display_name("Thin Walled"),
80
+ anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"),
81
+ anno::in_group("Refraction")
82
+ ]],
83
+ uniform float depth = 0.001f
84
+ [[
85
+ anno::description("Controls how much light is absorbed through the surface"),
86
+ anno::display_name("Volume Absorption Scale"),
87
+ anno::in_group("Color"),
88
+ anno::soft_range(0.f, 1.f),
89
+ anno::hard_range(0.f, 1000.f)
90
+ ]],
91
+ float roughness_texture_influence = 1.f
92
+ [[
93
+ anno::display_name("Roughness Texture Influence"),
94
+ anno::in_group("Roughness"),
95
+ anno::hard_range(0.0f, 1.0f)
96
+ ]],
97
+ uniform texture_2d roughness_texture = texture_2d()
98
+ [[
99
+ anno::description("The roughness texture"),
100
+ anno::display_name("Roughness Texture"),
101
+ anno::in_group("Roughness"),
102
+ anno::usage("roughness")
103
+ ]],
104
+ uniform texture_2d reflection_color_texture = texture_2d()
105
+ [[
106
+ anno::description("The reflection color texture"),
107
+ anno::display_name("Reflection Color Texture"),
108
+ anno::in_group("Reflection")
109
+ ]],
110
+ uniform color reflection_color = color(1.f, 1.f, 1.f)
111
+ [[
112
+ anno::display_name("Reflection Color"),
113
+ anno::in_group("Reflection")
114
+ ]],
115
+ uniform texture_2d normal_map_texture = texture_2d()
116
+ [[
117
+ anno::description("The normal map texture"),
118
+ anno::display_name("Normal Map Texture"),
119
+ anno::in_group("Normal"),
120
+ anno::usage("normal")
121
+ ]],
122
+ uniform float normal_map_strength = 1.0
123
+ [[
124
+ anno::description("Determines the degree of bumpiness"),
125
+ anno::display_name("Normal Map Strength"),
126
+ anno::in_group("Normal"),
127
+ anno::usage(""),
128
+ anno::soft_range(0.f, 1.f)
129
+ ]],
130
+ uniform float geometry_normal_roughness_strength = 1.f
131
+ [[
132
+ anno::hard_range(0.f, 1.f),
133
+ anno::display_name("Normal map to roughness weight"),
134
+ anno::description("Enables and weights roughness induced by normal maps"),
135
+ anno::in_group("Normal")
136
+ ]],
137
+ uniform bool flip_tangent_u = false
138
+ [[
139
+ anno::display_name("Normal Map Flip U Tangent"),
140
+ anno::in_group("Normal")
141
+ ]],
142
+ uniform bool flip_tangent_v = true
143
+ [[
144
+ anno::display_name("Normal Map Flip V Tangent"),
145
+ anno::in_group("Normal")
146
+ ]],
147
+
148
+ // Cutout Opacity
149
+ uniform bool enable_opacity = false
150
+ [[
151
+ anno::display_name("Enable Opacity"),
152
+ anno::description("Enables the use of cutout opacity"),
153
+ anno::in_group("Opacity")
154
+ ]],
155
+ uniform float cutout_opacity = 1.0f
156
+ [[
157
+ anno::hard_range(0.0, 1.0),
158
+ anno::display_name("Opacity Amount"),
159
+ anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"),
160
+ anno::in_group("Opacity")
161
+ ]],
162
+ uniform texture_2d cutout_opacity_texture = texture_2d()
163
+ [[
164
+ anno::description("The opacity map"),
165
+ anno::display_name("Opacity Map"),
166
+ anno::in_group("Opacity"),
167
+ anno::usage("opacity")
168
+ ]],
169
+ uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha
170
+ [[
171
+ anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"),
172
+ anno::display_name("Opacity Mono Source"),
173
+ anno::in_group("Opacity"),
174
+ anno::usage("")
175
+ ]],
176
+ uniform float opacity_threshold = 0.f
177
+ [[
178
+ anno::hard_range(0.0, 1.0),
179
+ anno::display_name("Opacity Threshold"),
180
+ 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"),
181
+ anno::in_group("Opacity")
182
+ ]],
183
+
184
+ // UV Projection Group
185
+ uniform bool project_uvw = false
186
+ [[
187
+ anno::display_name("Enable Project UVW Coordinates"),
188
+ anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"),
189
+ anno::in_group("UV")
190
+ ]],
191
+ uniform bool world_or_object = false
192
+ [[
193
+ anno::display_name("Enable World Space"),
194
+ anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"),
195
+ anno::in_group("UV")
196
+ ]],
197
+
198
+ // UV Space Selector
199
+ uniform int uv_space_index = 0
200
+ [[
201
+ anno::display_name("UV Space Index"),
202
+ anno::description("Choose the UV Space Index to be used"),
203
+ anno::in_group("UV"),
204
+ anno::hard_range(0, 3)
205
+ ]],
206
+ uniform float2 texture_translate = float2(0.0f)
207
+ [[
208
+ anno::display_name("Texture Translate"),
209
+ anno::description("Controls the position of the texture."),
210
+ anno::in_group("UV")
211
+ ]],
212
+ uniform float texture_rotate = 0.f
213
+ [[
214
+ anno::display_name("Texture Rotate"),
215
+ anno::description("Rotates angle of the texture in degrees."),
216
+ anno::in_group("UV")
217
+ ]],
218
+ uniform float2 texture_scale = float2(1.0f)
219
+ [[
220
+ anno::display_name("Texture Tiling"),
221
+ anno::description("Controls repetition of the texture."),
222
+ anno::in_group("UV")
223
+ ]]
224
+ )
225
+ [[
226
+ anno::author("NVIDIA CORPORATION"),
227
+ anno::display_name("Omni Glass"),
228
+ anno::version( 1, 0, 0),
229
+ anno::in_group("Base"),
230
+ anno::description("Omni Glass Material V2"),
231
+ anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")),
232
+ distill_off()
233
+ ]]
234
+ = OmniGlass_Opacity(
235
+ glass_color: glass_color,
236
+ glass_color_texture: glass_color_texture,
237
+ frosting_roughness: frosting_roughness,
238
+ glass_ior: glass_ior,
239
+ thin_walled: thin_walled,
240
+ depth: depth,
241
+ roughness_texture_influence: roughness_texture_influence,
242
+ roughness_texture: roughness_texture,
243
+ reflection_color_texture: reflection_color_texture,
244
+ reflection_color: reflection_color,
245
+ normal_map_texture: normal_map_texture,
246
+ normal_map_strength: normal_map_strength,
247
+ geometry_normal_roughness_strength: geometry_normal_roughness_strength,
248
+ flip_tangent_u: flip_tangent_u,
249
+ flip_tangent_v: flip_tangent_v,
250
+ enable_opacity: enable_opacity,
251
+ cutout_opacity: cutout_opacity,
252
+ cutout_opacity_texture: cutout_opacity_texture,
253
+ cutout_opacity_mono_source: cutout_opacity_mono_source,
254
+ opacity_threshold: opacity_threshold,
255
+ project_uvw: project_uvw,
256
+ world_or_object: world_or_object,
257
+ uv_space_index: uv_space_index,
258
+ texture_translate: texture_translate,
259
+ texture_rotate: texture_rotate,
260
+ texture_scale: texture_scale
261
+ );
CT_injection_system_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl ADDED
@@ -0,0 +1,487 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /***************************************************************************************************
2
+ * Copyright 2020 NVIDIA Corporation. All rights reserved.
3
+ *
4
+ * Redistribution and use in source and binary forms, with or without
5
+ * modification, are permitted provided that the following conditions
6
+ * are met:
7
+ * * Redistributions of source code must retain the above copyright
8
+ * notice, this list of conditions and the following disclaimer.
9
+ * * Redistributions in binary form must reproduce the above copyright
10
+ * notice, this list of conditions and the following disclaimer in the
11
+ * documentation and/or other materials provided with the distribution.
12
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
13
+ * contributors may be used to endorse or promote products derived
14
+ * from this software without specific prior written permission.
15
+ *
16
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
17
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
20
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
+ **************************************************************************************************/
28
+
29
+
30
+ mdl 1.4;
31
+
32
+ import ::tex::*;
33
+ import ::base::*;
34
+ import ::math::*;
35
+ import ::anno::*;
36
+ import ::df::*;
37
+ import ::state::*;
38
+ import OmniPBRBase::*;
39
+
40
+ const string COPYRIGHT =
41
+ " Copyright 1986, 2020 NVIDIA Corporation. All rights reserved.\n"
42
+ " MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE AGREEMENT,\n"
43
+ " WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE. IN PARTICULAR,\n"
44
+ " THE MDL MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n"
45
+ " EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\n"
46
+ " MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF\n"
47
+ " COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA\n"
48
+ " CORPORATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY\n"
49
+ " GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN\n"
50
+ " AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR\n"
51
+ " INABILITY TO USE THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.\n";
52
+
53
+ export annotation distill_off();
54
+
55
+
56
+ float get_float(
57
+ uniform texture_2d t,
58
+ float f,
59
+ base::texture_coordinate_info uvw,
60
+ uniform base::mono_mode mono_source = base::mono_maximum
61
+ )
62
+ {
63
+ return tex::texture_isvalid(t) ?
64
+ base::file_texture(
65
+ t,
66
+ color(0.f, 0.f, 0.f),
67
+ color(1.f, 1.f, 1.f),
68
+ mono_source,
69
+ uvw,
70
+ float2(0.f, 1.f),
71
+ float2(0.f, 1.f),
72
+ tex::wrap_repeat,
73
+ tex::wrap_repeat,
74
+ false
75
+ ).mono :
76
+ f;
77
+ }
78
+
79
+ color get_color(
80
+ uniform texture_2d t,
81
+ color c,
82
+ base::texture_coordinate_info uvw
83
+ )
84
+ {
85
+ return tex::texture_isvalid(t) ?
86
+ base::file_texture(
87
+ t,
88
+ color(0.f, 0.f, 0.f),
89
+ color(1.f, 1.f, 1.f),
90
+ base::mono_alpha,
91
+ uvw,
92
+ float2(0.f, 1.f),
93
+ float2(0.f, 1.f),
94
+ tex::wrap_repeat,
95
+ tex::wrap_repeat,
96
+ false
97
+ ).tint :
98
+ c;
99
+ }
100
+
101
+ float apply_roughness_influence(
102
+ uniform texture_2d roughness_texture,
103
+ float constant_roughness,
104
+ float roughness_influence,
105
+ base::texture_coordinate_info uvw
106
+ )
107
+ {
108
+ return math::lerp(
109
+ constant_roughness,
110
+ get_float(roughness_texture, constant_roughness, uvw),
111
+ roughness_influence
112
+ );
113
+ }
114
+
115
+ uniform float4x4 rotation_translation_scale(
116
+ uniform float3 rotation = float3(0.)
117
+ [[
118
+ anno::description("Rotation applied to every UVW coordinate")
119
+ ]],
120
+ uniform float3 translation = float3(0.)
121
+ [[
122
+ anno::description("Offset applied to every UVW coordinate")
123
+ ]],
124
+ uniform float3 scaling = float3(1.)
125
+ [[
126
+ anno::description("Scale applied to every UVW coordinate")
127
+ ]]
128
+ )
129
+ [[
130
+ anno::description("Construct transformation matrix from Euler rotation, translation and scale"),
131
+ anno::hidden()
132
+ ]]
133
+ {
134
+ float4x4 scale = float4x4(
135
+ scaling.x , 0. , 0. , 0.,
136
+ 0. , scaling.y , 0. , 0.,
137
+ 0. , 0. , scaling.z , 0.,
138
+ translation.x, translation.y, translation.z, 1.
139
+ );
140
+
141
+ float3 s = math::sin(rotation);
142
+ float3 c = math::cos(rotation);
143
+ float4x4 rotate = float4x4(
144
+ 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,
145
+ 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,
146
+ -s.y , s.x*c.y , c.x*c.y , 0.0,
147
+ 0. , 0. , 0. , 1.
148
+ );
149
+
150
+ return scale*rotate;
151
+ }
152
+
153
+
154
+ export material OmniGlass_Opacity
155
+ (
156
+ color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material
157
+ [[
158
+ anno::hidden(),
159
+ anno::unused()
160
+ ]],
161
+ uniform bool use_glass_color_texture = false
162
+ [[
163
+ anno::hidden(),
164
+ anno::unused()
165
+ ]],
166
+ uniform color glass_color = color(1.f, 1.f, 1.f)
167
+ [[
168
+ anno::display_name("Glass Color"),
169
+ anno::description("Sets the color of the glass"),
170
+ anno::hard_range(color(0.0), color(1.0)),
171
+ anno::in_group("Color")
172
+ ]],
173
+ uniform texture_2d glass_color_texture = texture_2d()
174
+ [[
175
+ anno::display_name("Glass Color Texture"),
176
+ anno::description("Specifies the texture to be used for the glass color of the material"),
177
+ anno::in_group("Color")
178
+ ]],
179
+ float frosting_roughness = 0.f
180
+ [[
181
+ anno::display_name("Glass Roughness"),
182
+ anno::description("Sets the roughness of the glass material "),
183
+ anno::hard_range(0.0, 1.0),
184
+ anno::in_group("Roughness")
185
+ ]],
186
+ uniform float glass_ior = 1.491f
187
+ [[
188
+ anno::display_name("Glass IOR"),
189
+ anno::description("Sets IOR of the glass material "),
190
+ anno::soft_range(1.0f, 4.0f),
191
+ anno::in_group("Refraction")
192
+ ]],
193
+ uniform bool thin_walled = false
194
+ [[
195
+ anno::display_name("Thin Walled"),
196
+ anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"),
197
+ anno::in_group("Refraction")
198
+ ]],
199
+ uniform float depth = 0.001f
200
+ [[
201
+ anno::description("Controls how much light is absorbed through the surface"),
202
+ anno::display_name("Volume Absorption Scale"),
203
+ anno::in_group("Color"),
204
+ anno::soft_range(0.f, 1.f),
205
+ anno::hard_range(0.f, 1000.f)
206
+ ]],
207
+ float roughness_texture_influence = 1.f
208
+ [[
209
+ anno::display_name("Roughness Texture Influence"),
210
+ anno::in_group("Roughness"),
211
+ anno::hard_range(0.0f, 1.0f)
212
+ ]],
213
+ uniform texture_2d roughness_texture = texture_2d()
214
+ [[
215
+ anno::description("The roughness texture"),
216
+ anno::display_name("Roughness Texture"),
217
+ anno::in_group("Roughness"),
218
+ anno::usage("")
219
+ ]],
220
+ uniform texture_2d reflection_color_texture = texture_2d()
221
+ [[
222
+ anno::description("The reflection color texture"),
223
+ anno::display_name("Reflection Color Texture"),
224
+ anno::in_group("Reflection")
225
+ ]],
226
+ uniform color reflection_color = color(1.f, 1.f, 1.f)
227
+ [[
228
+ anno::display_name("Reflection Color"),
229
+ anno::in_group("Reflection")
230
+ ]],
231
+ uniform texture_2d normal_map_texture = texture_2d()
232
+ [[
233
+ anno::description("The normal map texture"),
234
+ anno::display_name("Normal Map Texture"),
235
+ anno::in_group("Normal"),
236
+ anno::usage("")
237
+ ]],
238
+ uniform float normal_map_strength = 1.0
239
+ [[
240
+ anno::description("Determines the degree of bumpiness"),
241
+ anno::display_name("Normal Map Strength"),
242
+ anno::in_group("Normal"),
243
+ anno::usage(""),
244
+ anno::soft_range(0.f, 1.f)
245
+ ]],
246
+ uniform float geometry_normal_roughness_strength = 1.f
247
+ [[
248
+ anno::hard_range(0.f, 1.f),
249
+ anno::display_name("Normal map to roughness weight"),
250
+ anno::description("Enables and weights roughness induced by normal maps"),
251
+ anno::in_group("Normal")
252
+ ]],
253
+ uniform bool flip_tangent_u = false
254
+ [[
255
+ anno::display_name("Normal Map Flip U Tangent"),
256
+ anno::in_group("Normal")
257
+ ]],
258
+ uniform bool flip_tangent_v = true
259
+ [[
260
+ anno::display_name("Normal Map Flip V Tangent"),
261
+ anno::in_group("Normal")
262
+ ]],
263
+
264
+ // Cutout Opacity
265
+ uniform bool enable_opacity = true
266
+ [[
267
+ anno::display_name("Enable Opacity"),
268
+ anno::description("Enables the use of cutout opacity"),
269
+ anno::in_group("Opacity")
270
+ ]],
271
+ uniform float cutout_opacity = 1.0f
272
+ [[
273
+ anno::hard_range(0.0, 1.0),
274
+ anno::display_name("Opacity Amount"),
275
+ anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"),
276
+ anno::in_group("Opacity")
277
+ ]],
278
+ uniform texture_2d cutout_opacity_texture = texture_2d()
279
+ [[
280
+ anno::description("The opacity map"),
281
+ anno::display_name("Opacity Map"),
282
+ anno::in_group("Opacity")
283
+ ]],
284
+ uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha
285
+ [[
286
+ anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"),
287
+ anno::display_name("Opacity Mono Source"),
288
+ anno::in_group("Opacity"),
289
+ anno::usage("")
290
+ ]],
291
+ uniform float opacity_threshold = 0.f
292
+ [[
293
+ anno::hard_range(0.0, 1.0),
294
+ anno::display_name("Opacity Threshold"),
295
+ 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"),
296
+ anno::in_group("Opacity")
297
+ ]],
298
+
299
+ // UV Projection Group
300
+ uniform bool project_uvw = false
301
+ [[
302
+ anno::display_name("Enable Project UVW Coordinates"),
303
+ anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"),
304
+ anno::in_group("UV")
305
+ ]],
306
+ uniform bool world_or_object = false
307
+ [[
308
+ anno::display_name("Enable World Space"),
309
+ anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"),
310
+ anno::in_group("UV")
311
+ ]],
312
+
313
+ // UV Space Selector
314
+ uniform int uv_space_index = 0
315
+ [[
316
+ anno::display_name("UV Space Index"),
317
+ anno::description("Choose the UV Space Index to be used"),
318
+ anno::in_group("UV"),
319
+ anno::hard_range(0, 3)
320
+ ]],
321
+ uniform float2 texture_translate = float2(0.0f)
322
+ [[
323
+ anno::display_name("Texture Translate"),
324
+ anno::description("Controls the position of the texture."),
325
+ anno::in_group("UV")
326
+ ]],
327
+ uniform float texture_rotate = 0.f
328
+ [[
329
+ anno::display_name("Texture Rotate"),
330
+ anno::description("Rotates angle of the texture in degrees."),
331
+ anno::in_group("UV")
332
+ ]],
333
+ uniform float2 texture_scale = float2(1.0f)
334
+ [[
335
+ anno::display_name("Texture Scale"),
336
+ anno::description("Larger numbers increase the size."),
337
+ anno::in_group("UV")
338
+ ]]
339
+ )
340
+ [[
341
+ anno::copyright_notice(COPYRIGHT),
342
+ anno::author("NVIDIA CORPORATION"),
343
+ anno::display_name("Omni Glass Opacity"),
344
+ anno::version( 1, 0, 0),
345
+ anno::description("Omni Glass Opacity Material"),
346
+ anno::in_group("Base"),
347
+ anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")),
348
+ distill_off()
349
+ ]]
350
+ = let {
351
+ // Material Properties
352
+ bool local_thin_walled = (tex::texture_isvalid(cutout_opacity_texture) || cutout_opacity != 1.f) ? true : thin_walled;
353
+ color local_glass_ior = glass_ior;
354
+
355
+
356
+ // UVW Properties
357
+ // Generating the texture coordinates for the texture lookups
358
+ base::texture_coordinate_system the_system = world_or_object ?
359
+ base::texture_coordinate_world :
360
+ base::texture_coordinate_object;
361
+
362
+ base::texture_coordinate_info uvw = project_uvw ?
363
+ base::coordinate_projection(
364
+ coordinate_system: the_system,
365
+ texture_space: uv_space_index,
366
+ projection_type: base::projection_cubic
367
+ ) :
368
+ base::coordinate_source(
369
+ coordinate_system: base::texture_coordinate_uvw,
370
+ texture_space: uv_space_index
371
+ );
372
+
373
+ base::texture_coordinate_info transformed_uvw = base::transform_coordinate(
374
+ transform: rotation_translation_scale(
375
+ scaling: float3(texture_scale.x, texture_scale.y, 1.0),
376
+ rotation: float3(0.0, 0.0, texture_rotate/180.*math::PI),
377
+ translation: float3(texture_translate.x, texture_translate.y, 0.0)
378
+ ),
379
+ coordinate: uvw
380
+ );
381
+
382
+
383
+ // Opacity Properties
384
+ float opacity_value = get_float(cutout_opacity_texture, cutout_opacity, transformed_uvw, cutout_opacity_mono_source);
385
+
386
+ // The opacity_threshold is interpreted as follows:
387
+ // 1. opacity_threshold > 0: binary opacity masking mode
388
+ // i.e.: if opacity_value > opacity_threshold we remap opacity_value to 1.0, otherwise to 0.0
389
+ // 2. opacity_threshold == 0: fractional opacity mode. Leaves the opacity_value untouched,
390
+ // allowing the renderer to use fractional cutout_opacity values, if it supports this feature
391
+ //
392
+ // NOTE: when the renderer does not enable 'fractional cutout opacity' it interprets
393
+ // cutout_opacity values of 1.0 as opaque and anything below as fully transparent
394
+ float local_cutout_opacity = enable_opacity ?
395
+ ((opacity_threshold == 0.0) ?
396
+ opacity_value :
397
+ ((opacity_value >= opacity_threshold) ? 1.0 : 0)
398
+ ) :
399
+ 1.0;
400
+
401
+
402
+ // Surface Properties
403
+ color local_reflection_color = get_color(reflection_color_texture, reflection_color, transformed_uvw);
404
+ color local_transmission_color = get_color(glass_color_texture, glass_color, transformed_uvw);
405
+
406
+ OmniPBRBase::NormalData defaultData(state::normal(), float2(0.f));
407
+ OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normal_map_texture) ?
408
+ OmniPBRBase::tangent_space_normal_roughness_texture(
409
+ normal_map_texture,
410
+ normal_map_strength,
411
+ flip_tangent_u,
412
+ flip_tangent_v,
413
+ transformed_uvw,
414
+ float2(0.f, 1.f),
415
+ float2(0.f, 1.f),
416
+ tex::wrap_repeat,
417
+ tex::wrap_repeat,
418
+ false,
419
+ 1.f,
420
+ 0.f,
421
+ 0.f,
422
+ int2(0),
423
+ tex::wrap_repeat,
424
+ 30.f
425
+ ) :
426
+ defaultData;
427
+
428
+ float local_roughness = apply_roughness_influence(
429
+ roughness_texture,
430
+ frosting_roughness,
431
+ roughness_texture_influence,
432
+ transformed_uvw
433
+ );
434
+ float2 local_roughness_squared(
435
+ (local_roughness * local_roughness +
436
+ geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x),
437
+ (local_roughness * local_roughness +
438
+ geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y)
439
+ );
440
+
441
+ float3 the_normal = normal_data.normal;
442
+
443
+ bsdf ggx_1 = ::df::microfacet_ggx_smith_bsdf(
444
+ roughness_u: local_roughness_squared.x,
445
+ roughness_v: local_roughness_squared.y,
446
+ tint: local_reflection_color,
447
+ tangent_u: ::state::texture_tangent_u(0),
448
+ mode: ::df::scatter_reflect
449
+ );
450
+
451
+ bsdf ggx_2 = ::df::microfacet_ggx_smith_bsdf(
452
+ roughness_u: local_roughness_squared.x,
453
+ roughness_v: local_roughness_squared.y,
454
+ tint: local_transmission_color,
455
+ tangent_u: ::state::texture_tangent_u(0),
456
+ mode: ::df::scatter_transmit
457
+ );
458
+
459
+ material_surface local_surface(
460
+ ::df::fresnel_layer(
461
+ ior: glass_ior,
462
+ weight: 1.f,
463
+ layer: ggx_1,
464
+ base: ggx_2,
465
+ normal: the_normal
466
+ ),
467
+ material_emission()
468
+ );
469
+
470
+
471
+ // Volume Properties
472
+ color local_volume_absorption = depth;
473
+ color local_volume_scattering = color(0.f, 0.f, 0.f);
474
+
475
+ material_volume local_volume(vdf(), local_volume_absorption, local_volume_scattering);
476
+
477
+
478
+ // Geometry Properties
479
+ material_geometry local_geometry(float3(0.f), local_cutout_opacity, the_normal);
480
+
481
+ } in material(
482
+ thin_walled: local_thin_walled,
483
+ surface: local_surface,
484
+ ior: local_glass_ior,
485
+ volume: local_volume,
486
+ geometry: local_geometry
487
+ );
CT_injection_system_a01/simready_usd/source_assets/OmniPBR.mdl ADDED
@@ -0,0 +1,419 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /***************************************************************************************************
2
+ * Copyright 2022 NVIDIA Corporation. All rights reserved.
3
+ *
4
+ * Redistribution and use in source and binary forms, with or without
5
+ * modification, are permitted provided that the following conditions
6
+ * are met:
7
+ * * Redistributions of source code must retain the above copyright
8
+ * notice, this list of conditions and the following disclaimer.
9
+ * * Redistributions in binary form must reproduce the above copyright
10
+ * notice, this list of conditions and the following disclaimer in the
11
+ * documentation and/or other materials provided with the distribution.
12
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
13
+ * contributors may be used to endorse or promote products derived
14
+ * from this software without specific prior written permission.
15
+ *
16
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
17
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
20
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
+ **************************************************************************************************/
28
+
29
+ mdl 1.7;
30
+
31
+ import ::df::*;
32
+ import ::state::*;
33
+ import ::math::*;
34
+ import ::base::*;
35
+ import ::state::*;
36
+ import ::tex::*;
37
+ import ::anno::*;
38
+
39
+ import ::debug::*;
40
+
41
+ import ::nvidia::core_definitions::file_texture;
42
+ import ::nvidia::core_definitions::normalmap_texture;
43
+
44
+ import OmniPBR_ClearCoat::*;
45
+
46
+
47
+ // OmniPBR //
48
+
49
+ export material OmniPBR(
50
+
51
+ // Albdeo //
52
+
53
+ color diffuse_color_constant = color(0.2) [[
54
+ anno::display_name("Albedo Color"),
55
+ anno::description("This is the albedo base color"),
56
+ anno::in_group("Albedo")
57
+ ]],
58
+ uniform texture_2d diffuse_texture = texture_2d() [[
59
+ anno::display_name("Albedo Map"),
60
+ anno::in_group("Albedo")
61
+ ]],
62
+ float albedo_desaturation = float(0.0) [[
63
+ anno::display_name("Albedo Map Desaturation"),
64
+ anno::description("Desaturates the albedo map"),
65
+ anno::in_group("Albedo"),
66
+ anno::soft_range(float(0.0), float(1.0))
67
+ ]],
68
+ float albedo_add = float(0.0) [[
69
+ anno::display_name("Albedo Add"),
70
+ anno::description("Adds a constant value to the diffuse color "),
71
+ anno::in_group("Albedo"),
72
+ anno::soft_range(float(-1.0), float(1.0))
73
+ ]],
74
+ float albedo_brightness = float(1.0) [[
75
+ anno::display_name("Albedo Brightness"),
76
+ anno::description("Multiplier for the diffuse color "),
77
+ anno::in_group("Albedo"),
78
+ anno::soft_range(float(0.0), float(1.0))
79
+ ]],
80
+ color diffuse_tint = color(1.0) [[
81
+ anno::display_name("Color Tint"),
82
+ anno::description("When enabled, this color value is multiplied over the final albedo color"),
83
+ anno::in_group("Albedo")
84
+ ]],
85
+
86
+
87
+ // Reflectivity //
88
+
89
+ float reflection_roughness_constant = float(0.5) [[
90
+ anno::display_name("Roughness Amount"),
91
+ anno::description("Higher roughness values lead to more blurry reflections"),
92
+ anno::in_group("Reflectivity"),
93
+ anno::hard_range(float(0.0), float(1.0))
94
+ ]],
95
+ float reflection_roughness_texture_influence = float(0.0) [[
96
+ anno::display_name("Roughness Map Influence"),
97
+ anno::description("Blends between the constant value and the lookup of the roughness texture"),
98
+ anno::in_group("Reflectivity"),
99
+ anno::hard_range(float(0.0), float(1.0))
100
+ ]],
101
+ uniform texture_2d reflectionroughness_texture = texture_2d() [[
102
+ anno::display_name("Roughness Map"),
103
+ anno::in_group("Reflectivity"),
104
+ anno::usage("roughness")
105
+ ]],
106
+ float metallic_constant = float(0.0) [[
107
+ anno::display_name("Metallic Amount"),
108
+ anno::description("Metallic Material"),
109
+ anno::in_group("Reflectivity"),
110
+ anno::hard_range(float(0.0), float(1.0))
111
+ ]],
112
+ float metallic_texture_influence = float(0.0) [[
113
+ anno::display_name("Metallic Map Influence"),
114
+ anno::description("Blends between the constant value and the lookup of the metallic texture"),
115
+ anno::in_group("Reflectivity"),
116
+ anno::hard_range(float(0.0), float(1.0))
117
+ ]],
118
+ uniform texture_2d metallic_texture = texture_2d() [[
119
+ anno::display_name("Metallic Map"),
120
+ anno::in_group("Reflectivity"),
121
+ anno::usage("metalness")
122
+ ]],
123
+ float specular_level = float(0.5) [[
124
+ anno::display_name("Specular"),
125
+ anno::description("The specular level (intensity) of the material"),
126
+ anno::in_group("Reflectivity"),
127
+ anno::soft_range(float(0.0), float(1.0))
128
+ ]],
129
+
130
+
131
+ // ORM //
132
+
133
+ uniform bool enable_ORM_texture = false [[
134
+ anno::display_name("Enable ORM Texture"),
135
+ anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"),
136
+ anno::in_group("Reflectivity")
137
+ ]],
138
+ uniform texture_2d ORM_texture = texture_2d() [[
139
+ anno::display_name("ORM Map"),
140
+ anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"),
141
+ anno::in_group("Reflectivity"),
142
+ anno::usage("roughness")
143
+ ]],
144
+
145
+
146
+ // AO Group //
147
+
148
+ float ao_to_diffuse = 0.0 [[
149
+ anno::display_name("AO to diffuse"),
150
+ anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"),
151
+ anno::in_group("AO"),
152
+ anno::hard_range(float(0.0), float(1.0))
153
+ ]],
154
+ uniform texture_2d ao_texture = texture_2d() [[
155
+ anno::display_name("Ambient Occlusion Map"),
156
+ anno::description("The ambient occlusion texture for the material"),
157
+ anno::in_group("AO"),
158
+ anno::usage("occlusion")
159
+ ]],
160
+
161
+
162
+ // Emission //
163
+
164
+ uniform bool enable_emission = false [[
165
+ anno::display_name("Enable Emission"),
166
+ anno::description("Enables the emission of light from the material"),
167
+ anno::in_group("Emissive")
168
+ ]],
169
+ color emissive_color = color(1.0,0.1,0.1) [[
170
+ anno::display_name("Emissive Color"),
171
+ anno::description("The emission color"),
172
+ anno::in_group("Emissive"),
173
+ anno::enable_if("enable_emission == true")
174
+ ]],
175
+ uniform texture_2d emissive_color_texture = texture_2d() [[
176
+ anno::display_name("Emissive Color map"),
177
+ anno::in_group("Emissive"),
178
+ anno::description("The emissive color texture"),
179
+ anno::enable_if("enable_emission == true")
180
+ ]],
181
+ uniform texture_2d emissive_mask_texture = texture_2d() [[
182
+ anno::display_name("Emissive Mask map"),
183
+ anno::description("The texture masking the emissive color"),
184
+ anno::in_group("Emissive"),
185
+ anno::enable_if("enable_emission == true"),
186
+ anno::usage("occlusion")
187
+ ]],
188
+ float emissive_intensity = float(40.0) [[
189
+ anno::display_name("Emissive Intensity"),
190
+ anno::description("Intensity of the emission"),
191
+ anno::in_group("Emissive"),
192
+ anno::enable_if("enable_emission == true")
193
+ ]],
194
+
195
+
196
+ // Cutout Opacity //
197
+
198
+ uniform bool enable_opacity = false [[
199
+ anno::display_name("Enable Opacity"),
200
+ anno::description("Enables the use of cutout opacity"),
201
+ anno::in_group("Opacity")
202
+ ]],
203
+ uniform texture_2d opacity_texture = texture_2d() [[
204
+ anno::display_name("Opacity Map"),
205
+ anno::in_group("Opacity"),
206
+ anno::usage("opacity")
207
+ ]],
208
+ float opacity_constant = float(1.0) [[
209
+ anno::display_name("Opacity Amount"),
210
+ anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"),
211
+ anno::in_group("Opacity"),
212
+ anno::hard_range(float(0.0), float(1.0))
213
+ ]],
214
+ uniform bool enable_opacity_texture = false [[
215
+ anno::display_name("Enable Opacity Texture"),
216
+ anno::description("Enables or disables the usage of the opacity texture map"),
217
+ anno::in_group("Opacity")
218
+ ]],
219
+ uniform base::mono_mode opacity_mode = base::mono_average [[
220
+ anno::display_name("Opacity Mono Source"),
221
+ anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"),
222
+ anno::in_group("Opacity")
223
+ ]],
224
+ uniform float opacity_threshold = float(0.0) [[
225
+ anno::hard_range(0.0, 1.0),
226
+ anno::display_name("Opacity Threshold"),
227
+ anno::description("If 0, use fractional opacity values 'as is'; if > 0, remap opacity values to 1 when >= threshold and to 0 otherwise"),
228
+ anno::in_group("Opacity")
229
+ ]],
230
+
231
+
232
+ // Normal //
233
+
234
+ uniform float geometry_normal_roughness_strength = 1.f
235
+ [[
236
+ anno::hard_range(0.0, 1.0),
237
+ anno::display_name("Normal map to roughness weight"),
238
+ anno::description("Enables and weights roughness induced by normal maps"),
239
+ anno::in_group("Normal")
240
+ ]],
241
+ uniform float bump_factor = float(1.0) [[
242
+ anno::display_name("Normal Strength"),
243
+ anno::description("Strength of normal map"),
244
+ anno::in_group("Normal"),
245
+ anno::soft_range(float(0.0), float(1.0))
246
+ ]],
247
+ uniform texture_2d normalmap_texture = texture_2d() [[
248
+ anno::display_name("Normal Map"),
249
+ anno::in_group("Normal"),
250
+ anno::usage("normal")
251
+ ]],
252
+ uniform float detail_bump_factor = float(0.3) [[
253
+ anno::display_name("Detail Normal Strength"),
254
+ anno::in_group("Normal"),
255
+ anno::description("Strength of the detail normal"),
256
+ anno::soft_range(float(0.0), float(1.0))
257
+ ]],
258
+ uniform texture_2d detail_normalmap_texture = texture_2d() [[
259
+ anno::display_name("Detail Normal Map"),
260
+ anno::in_group("Normal"),
261
+ anno::usage("normal")
262
+ ]],
263
+ uniform bool flip_tangent_u = false [[
264
+ anno::display_name("Normal Map Flip U Tangent"),
265
+ anno::in_group("Normal")
266
+ ]],
267
+ uniform bool flip_tangent_v = true [[
268
+ anno::display_name("Normal Map Flip V Tangent"),
269
+ anno::in_group("Normal")
270
+ ]],
271
+
272
+
273
+ // UVW Projection Group //
274
+
275
+ uniform bool project_uvw = false [[
276
+ anno::display_name("Enable Project UVW Coordinates"),
277
+ anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"),
278
+ anno::in_group("UV")
279
+ ]],
280
+ uniform bool world_or_object = false [[
281
+ anno::display_name("Enable World Space"),
282
+ anno::description("When enabled, uses world space for projection, otherwise object space is used"),
283
+ anno::in_group("UV"),
284
+ anno::enable_if("project_uvw == true")
285
+ ]],
286
+ uniform int uv_space_index = 0 [[
287
+ anno::display_name("UV Space Index"),
288
+ anno::description("UV Space Index."),
289
+ anno::in_group("UV"),
290
+ anno::enable_if("project_uvw == true"),
291
+ anno::hard_range(int(0), int(3))
292
+ ]],
293
+
294
+
295
+ // UVW Adjustments Group //
296
+
297
+ uniform float2 texture_translate = float2(0.0) [[
298
+ anno::display_name("Texture Translate"),
299
+ anno::description("Controls position of texture."),
300
+ anno::in_group("UV"),
301
+ anno::enable_if("project_uvw == true")
302
+ ]],
303
+ uniform float texture_rotate = float(0.0) [[
304
+ anno::display_name("Texture Rotate"),
305
+ anno::description("Rotates angle of texture in degrees."),
306
+ anno::in_group("UV"),
307
+ anno::enable_if("project_uvw == true")
308
+ ]],
309
+ uniform float2 texture_scale = float2(1.0) [[
310
+ anno::display_name("Texture Tiling"),
311
+ anno::description("Controls the repetition of the texture."),
312
+ anno::in_group("UV"),
313
+ anno::enable_if("project_uvw == true")
314
+ ]],
315
+ uniform float2 detail_texture_translate = float2(0.0) [[
316
+ anno::display_name("Detail Texture Translate"),
317
+ anno::description("Controls the position of the detail texture."),
318
+ anno::in_group("UV"),
319
+ anno::enable_if("project_uvw == true")
320
+ ]],
321
+ uniform float detail_texture_rotate = float(0.0) [[
322
+ anno::display_name("Detail Texture Rotate"),
323
+ anno::description("Rotates angle of the detail texture in degrees."),
324
+ anno::in_group("UV"),
325
+ anno::enable_if("project_uvw == true")
326
+ ]],
327
+ uniform float2 detail_texture_scale = float2(1.0) [[
328
+ anno::display_name("Detail Texture Tiling"),
329
+ anno::description("Controls the repetition of the detail texture."),
330
+ anno::in_group("UV"),
331
+ anno::enable_if("project_uvw == true")
332
+ ]],
333
+
334
+
335
+ // Geometry //
336
+
337
+ uniform float round_edges_radius = float(0.0) [[
338
+ anno::display_name("Round Edge Radius"),
339
+ anno::description("Influence radius around the edges in meters"),
340
+ anno::in_group("Geometry"),
341
+ anno::soft_range(0.0, 1.0)
342
+ ]],
343
+ uniform float round_edges_roundness = float(1.0) [[
344
+ anno::display_name("Round Edge Roundness"),
345
+ anno::description("Determines how round the edge will look"),
346
+ anno::in_group("Geometry"),
347
+ anno::hard_range(0.0, 1.0)
348
+ ]],
349
+ uniform bool round_edges_across_materials = false [[
350
+ anno::display_name("Round Edge Across Materials"),
351
+ anno::description("Normal smoothing happens only between facets of equal material, \n"
352
+ "\t\tunless this parameter is set true, in which case the smoothing \n"
353
+ "\t\thappens between facets irrespective of their materials"),
354
+ anno::in_group("Geometry")
355
+ ]]
356
+ )
357
+ [[
358
+ anno::display_name("OmniPBR"),
359
+ anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."),
360
+ anno::in_group("Base"),
361
+ anno::version( 2, 1, 2),
362
+ anno::author("NVIDIA CORPORATION"),
363
+ anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic"))
364
+ ]] = let {
365
+
366
+ material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat(
367
+ diffuse_color_constant: diffuse_color_constant,
368
+ diffuse_texture: diffuse_texture,
369
+ albedo_desaturation: albedo_desaturation,
370
+ albedo_add: albedo_add,
371
+ albedo_brightness: albedo_brightness,
372
+ diffuse_tint: diffuse_tint,
373
+ reflection_roughness_constant: reflection_roughness_constant,
374
+ reflection_roughness_texture_influence: reflection_roughness_texture_influence,
375
+ reflectionroughness_texture: reflectionroughness_texture,
376
+ metallic_constant: metallic_constant,
377
+ metallic_texture_influence: metallic_texture_influence,
378
+ metallic_texture: metallic_texture,
379
+ specular_level: specular_level,
380
+ enable_ORM_texture: enable_ORM_texture,
381
+ ORM_texture: ORM_texture,
382
+ ao_to_diffuse: ao_to_diffuse,
383
+ ao_texture: ao_texture,
384
+ enable_emission: enable_emission,
385
+ emissive_color: emissive_color,
386
+ emissive_color_texture: emissive_color_texture,
387
+ emissive_mask_texture: emissive_mask_texture,
388
+ emissive_intensity: emissive_intensity,
389
+ enable_opacity: enable_opacity,
390
+ opacity_texture: opacity_texture,
391
+ opacity_constant: opacity_constant,
392
+ enable_opacity_texture: enable_opacity_texture,
393
+ opacity_mode: opacity_mode,
394
+ opacity_threshold: opacity_threshold,
395
+ geometry_normal_roughness_strength: geometry_normal_roughness_strength,
396
+ bump_factor: bump_factor,
397
+ normalmap_texture: normalmap_texture,
398
+ detail_bump_factor: detail_bump_factor,
399
+ detail_normalmap_texture: detail_normalmap_texture,
400
+ flip_tangent_u: flip_tangent_u,
401
+ flip_tangent_v: flip_tangent_v,
402
+ project_uvw: project_uvw,
403
+ world_or_object: world_or_object,
404
+ uv_space_index: uv_space_index,
405
+ texture_translate: texture_translate,
406
+ texture_rotate: texture_rotate,
407
+ texture_scale: texture_scale,
408
+ detail_texture_translate: detail_texture_translate,
409
+ detail_texture_rotate: detail_texture_rotate,
410
+ detail_texture_scale: detail_texture_scale,
411
+ round_edges_radius: round_edges_radius,
412
+ round_edges_roundness: round_edges_roundness,
413
+ round_edges_across_materials: round_edges_across_materials
414
+ );
415
+
416
+ } in material(
417
+ surface: base.surface,
418
+ geometry: base.geometry
419
+ );
CT_injection_system_a01/simready_usd/source_assets/OmniPBRBase.mdl ADDED
@@ -0,0 +1,493 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /***************************************************************************************************
2
+ * Copyright 2022 NVIDIA Corporation. All rights reserved.
3
+ *
4
+ * Redistribution and use in source and binary forms, with or without
5
+ * modification, are permitted provided that the following conditions
6
+ * are met:
7
+ * * Redistributions of source code must retain the above copyright
8
+ * notice, this list of conditions and the following disclaimer.
9
+ * * Redistributions in binary form must reproduce the above copyright
10
+ * notice, this list of conditions and the following disclaimer in the
11
+ * documentation and/or other materials provided with the distribution.
12
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
13
+ * contributors may be used to endorse or promote products derived
14
+ * from this software without specific prior written permission.
15
+ *
16
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
17
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
20
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
+ **************************************************************************************************/
28
+
29
+ mdl 1.7;
30
+
31
+ import ::df::*;
32
+ import ::state::*;
33
+ import ::math::*;
34
+ import ::base::*;
35
+ import ::tex::*;
36
+ import ::anno::*;
37
+ import ::anno::*;
38
+
39
+ export float3 HemiOctahedronToUnitVector( float2 Oct ) [[
40
+ anno::hidden()
41
+ ]]
42
+ {
43
+ Oct = float2( Oct.x + Oct.y, Oct.x - Oct.y ) * 0.5;
44
+ float3 N = float3( Oct.x, Oct.y, 1.0 - math::dot( float2(1.0), math::abs(Oct) ) );
45
+ return math::normalize(N);
46
+ }
47
+
48
+ export struct NormalData [[
49
+ anno::hidden()
50
+ ]]
51
+ {
52
+ float3 normal;
53
+ float2 roughness;
54
+ };
55
+
56
+ export NormalData tangent_space_normal_roughness_texture(
57
+ uniform texture_2d texture
58
+ [[
59
+ anno::description("The input texture"),
60
+ anno::usage("normal")
61
+ ]],
62
+ uniform float factor = 1.0f
63
+ [[ anno::description("Determines the degree of bumpiness") ]],
64
+ uniform bool flip_tangent_u = false
65
+ [[ anno::description("Can be used to fix mismatches between the object's tangent space and the normal map's tangent space") ]],
66
+ uniform bool flip_tangent_v = false
67
+ [[ anno::description("Can be used to fix mismatches between the object's tangent space and the normal map's tangent space") ]],
68
+ base::texture_coordinate_info uvw = base::texture_coordinate_info()
69
+ [[ anno::description("Parameterization to be used for texture mapping. Defaults to texture channel 0.") ]],
70
+ uniform float2 crop_u = float2( 0.0, 1.0)
71
+ [[ anno::description("Restricts the texture access to sub-domain of the texture in the u direction") ]],
72
+ uniform float2 crop_v = float2( 0.0, 1.0)
73
+ [[ anno::description("Restricts the texture access to sub-domain of the texture in the v direction") ]],
74
+ uniform tex::wrap_mode wrap_u = tex::wrap_repeat
75
+ [[ anno::description("Wrapping mode in the u direction") ]],
76
+ uniform tex::wrap_mode wrap_v = tex::wrap_repeat
77
+ [[ anno::description("Wrapping mode in the v direction") ]],
78
+ uniform bool clip = false
79
+ [[
80
+ anno::description("deprecated, usewrap_mode=tex::wrap_clip. Defines wrap_clamp behavior. If true, lookup outside [0,1] results in no bump"),
81
+ anno::hidden()
82
+ ]],
83
+ uniform float scale = 1.
84
+ [[
85
+ anno::description("Scales the value red from the texture file. Can be used to adapt to different normal map formats"),
86
+ anno::unused()
87
+ ]],
88
+ uniform float offset = 0.
89
+ [[
90
+ anno::description("Offset applied to the value red from the texture file. Can be used to adapt to different normal map formats"),
91
+ anno::unused()
92
+ ]],
93
+ uniform float animation_start_time = 0.
94
+ [[ anno::description("When to start playing first frame of the animation ") ]],
95
+ uniform int2 animation_crop = int2(0, 0)
96
+ [[ anno::description("If the texture is an animation, the range of frames to be played can be specified.") ]],
97
+ uniform tex::wrap_mode animation_wrap = tex::wrap_repeat
98
+ [[ anno::description("Defines what to do outside of regular animation time") ]],
99
+ uniform float animation_fps = 30
100
+ [[ anno::description("Framerate to use for animation playback") ]]
101
+ )
102
+ [[
103
+ anno::description("Interprets the color values of a bitmap as a vector in tangent space"),
104
+ anno::hidden(),
105
+ anno::noinline()
106
+ ]]
107
+ {
108
+ NormalData normalData;
109
+ normalData.roughness = float2(0);
110
+ normalData.normal = state::normal();
111
+
112
+ float frame = 0.0;
113
+ if(animation_crop != int2(0,0)) //only if we have an animation
114
+ {
115
+ frame = (::state::animation_time()-animation_start_time) * animation_fps ; //start playing at first frame of the animation
116
+ switch ( animation_wrap) {
117
+ case tex::wrap_repeat:
118
+ frame=frame>0? math::fmod(frame,animation_crop.y-animation_crop.x)+animation_crop.x:
119
+ math::fmod(frame,animation_crop.y-animation_crop.x)+animation_crop.y;
120
+ break;
121
+ case tex::wrap_mirrored_repeat:
122
+ float animation_crop_2y = 2.0*animation_crop.y;
123
+ frame=frame>0? math::fmod(frame,(animation_crop.y-animation_crop.x)*2.0)+animation_crop.x:
124
+ math::fmod(frame,(animation_crop.y-animation_crop.x)*2.0)+animation_crop_2y-animation_crop.x;
125
+ if(frame>animation_crop.y)
126
+ frame = animation_crop_2y-frame;
127
+ break;
128
+ case tex::wrap_clamp:
129
+ frame = math::clamp( frame+animation_crop.x, animation_crop.x, animation_crop.y);
130
+ break;
131
+ case tex::wrap_clip:
132
+ frame += animation_crop.x;
133
+ if(frame < animation_crop.x || frame > animation_crop.y) return normalData;
134
+ break;
135
+ }
136
+ }
137
+
138
+ if (tex::width(texture) == 0 || tex::height(texture) == 0 || // avoid division by zero in texremapu for invalid resource
139
+ factor == 0.0f)
140
+ return normalData;
141
+ {
142
+ if (clip) {
143
+ if (wrap_u == tex::wrap_clamp && (uvw.position.x < 0. || uvw.position.x > 1.)) {
144
+ return normalData;
145
+ }
146
+ if (wrap_v == tex::wrap_clamp && (uvw.position.y < 0. || uvw.position.y > 1.)) {
147
+ return normalData;
148
+ }
149
+ }
150
+ if (wrap_u == tex::wrap_clip && (uvw.position.x < 0. || uvw.position.x > 1.)) {
151
+ return normalData;
152
+ }
153
+ if (wrap_v == tex::wrap_clip && (uvw.position.y < 0. || uvw.position.y > 1.)) {
154
+ return normalData;
155
+ }
156
+ }
157
+ bool pixel_flip_u = flip_tangent_u;
158
+ bool pixel_flip_v = flip_tangent_v;
159
+ //if we mirror repeat a tangent space texture, tangent space needs to be flipped for every other tile
160
+ if (wrap_u == tex::wrap_mirrored_repeat) {
161
+ if( uvw.position.x > 0. && int(uvw.position.x) % 2 == 1)
162
+ pixel_flip_u = ! pixel_flip_u;
163
+ else if( uvw.position.x < 0. && int(uvw.position.x) % 2 == 0)
164
+ pixel_flip_u = ! pixel_flip_u;
165
+ }
166
+ if (wrap_v == tex::wrap_mirrored_repeat) {
167
+ if( uvw.position.y > 0. && int(uvw.position.y) % 2 == 1)
168
+ pixel_flip_v = ! pixel_flip_v;
169
+ else if( uvw.position.y < 0. && int(uvw.position.y) % 2 == 0)
170
+ pixel_flip_v = ! pixel_flip_v;
171
+ }
172
+
173
+ float3 transformed_tangent_u = uvw.tangent_u;
174
+ float3 transformed_tangent_v = uvw.tangent_v;
175
+
176
+ if (pixel_flip_u)
177
+ transformed_tangent_u=-transformed_tangent_u;
178
+ if (pixel_flip_v)
179
+ transformed_tangent_v=-transformed_tangent_v;
180
+
181
+ float3 tangent_space_normal;
182
+ float4 normal_raw = tex::lookup_float4(texture,float2(uvw.position.x,uvw.position.y), wrap_u, wrap_v, crop_u, crop_v, frame);
183
+ if(normal_raw.x > 1.5)
184
+ {
185
+ // octahedron packed by OV
186
+ normal_raw.x -= 2.0;
187
+ normal_raw.x -= 0.5;
188
+ normal_raw.y -= 0.5;
189
+ tangent_space_normal = HemiOctahedronToUnitVector(float2(normal_raw.x, normal_raw.y) * 2.0);
190
+ normalData.roughness = float2(normal_raw.z, normal_raw.w);
191
+ }
192
+ else
193
+ {
194
+ // regular
195
+ tangent_space_normal = (float3(normal_raw.x, normal_raw.y, normal_raw.z) - float3(0.5)) * 2.0;
196
+ normalData.roughness = float2(0);
197
+ }
198
+
199
+ normalData.normal = math::normalize(
200
+ transformed_tangent_u * tangent_space_normal.x * factor +
201
+ transformed_tangent_v * tangent_space_normal.y * factor +
202
+ state::normal() * tangent_space_normal.z);
203
+
204
+ return normalData;
205
+ }
206
+
207
+
208
+ export material OmniPBRBase(
209
+
210
+
211
+ // Albdeo //
212
+
213
+ color diffuse_reflection_color = color(0.2) [[
214
+ anno::display_name("Albedo Color"),
215
+ anno::description("This is the albedo base color"),
216
+ anno::in_group("Albedo")
217
+ ]],
218
+ color diffuse_tint = color(1.0) [[
219
+ anno::display_name("Albedo Tint"),
220
+ anno::description("When enabled, this color value is multiplied over the final albedo color"),
221
+ anno::in_group("Albedo")
222
+ ]],
223
+
224
+
225
+ // Reflecitivity //
226
+
227
+ float specular_reflection_roughness = float(0.0) [[
228
+ anno::display_name("Roughness"),
229
+ anno::description("Higher roughness values lead to more blurry reflections"),
230
+ anno::in_group("Reflectivity"),
231
+ anno::hard_range(0.0, 1.0)
232
+ ]],
233
+ float2 specular_reflection_aniso_roughness = float2(0.0, 0.0) [[
234
+ anno::display_name("Aniso roughness"),
235
+ anno::description("Higher roughness values lead to more blurry reflections"),
236
+ anno::in_group("Reflectivity"),
237
+ anno::hidden()
238
+ ]],
239
+ float metalness = float(0.0) [[
240
+ anno::display_name("Metalness"),
241
+ anno::description("Bias towards pure specular reflection"),
242
+ anno::in_group("Reflectivity"),
243
+ anno::hard_range(0.0, 1.0)
244
+ ]],
245
+ float specular_level = float(0.5) [[
246
+ anno::display_name("Specular"),
247
+ anno::description("The specular level (intensity) of the material"),
248
+ anno::in_group("Reflectivity"),
249
+ anno::soft_range(0.0, 1.0)
250
+ ]],
251
+
252
+
253
+ // Emission //
254
+
255
+ uniform bool enable_emission = false [[
256
+ anno::display_name("Enable Emission"),
257
+ anno::description("Enables the emission of light from the material"),
258
+ anno::in_group("Emissive")
259
+ ]],
260
+ color emission_color = color(1.0,0.1,0.1) [[
261
+ anno::display_name("Emissive Color"),
262
+ anno::description("The emission color"),
263
+ anno::in_group("Emissive"),
264
+ anno::enable_if("enable_emission == true")
265
+ ]],
266
+ float emission_intensity = float(40.0) [[
267
+ anno::display_name("Emissive Intensity"),
268
+ anno::description("Intensity of the emission"),
269
+ anno::in_group("Emissive"),
270
+ anno::soft_range(0.0, 1000.0),
271
+ anno::enable_if("enable_emission == true")
272
+ ]],
273
+
274
+
275
+ // Geometry Opacity //
276
+
277
+ uniform bool enable_opacity = false [[
278
+ anno::display_name("Enable Opacity"),
279
+ anno::description("Enables the use of cutout opacity"),
280
+ anno::in_group("Opacity")
281
+ ]],
282
+ float geometry_opacity = float(1.0) [[
283
+ anno::display_name("Opacity Amount"),
284
+ anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"),
285
+ anno::in_group("Opacity"),
286
+ anno::hard_range(0.0, 1.0)
287
+ ]],
288
+ uniform float geometry_opacity_threshold = 0.f
289
+ [[
290
+ anno::display_name("Opacity Threshold"),
291
+ anno::description("If 0, use fractional opacity values 'as is'; if > 0, remap opacity values to 1 when >= threshold and to 0 otherwise"),
292
+ anno::in_group("Opacity"),
293
+ anno::hard_range(0.0, 1.0)
294
+ ]],
295
+
296
+
297
+ // Clearcoat //
298
+
299
+ uniform bool enable_coat = false [[
300
+ anno::display_name("Enable Clearcoat Layer"),
301
+ anno::description("Adds a coat layer on top of the material when enabled"),
302
+ anno::in_group("Clearcoat")
303
+ ]],
304
+ float coat_weight = float(1.0) [[
305
+ anno::display_name("Clearcoat Weight"),
306
+ anno::description("Sets the weight for coat layer"),
307
+ anno::in_group("Clearcoat"),
308
+ anno::hard_range(0.0, 1.0)
309
+ ]],
310
+ color coat_color = color(1.0) [[
311
+ anno::display_name("Clearcoat Tint"),
312
+ anno::description("Clearcoat is tinted and affects the underlying material"),
313
+ anno::in_group("Clearcoat")
314
+ ]],
315
+ float coat_transparency = float(1.0) [[
316
+ anno::display_name("Clearcoat Transparency"),
317
+ anno::description("Adjusts the transparency of the coat. Can be turned into a fully opaque coat covering the underlying layer"),
318
+ anno::in_group("Clearcoat"),
319
+ anno::hard_range(0.0, 1.0)
320
+ ]],
321
+ float coat_roughness = float(0.0) [[
322
+ anno::display_name("Clearcoat Roughness"),
323
+ anno::description("Higher roughness values lead to more blurry reflections"),
324
+ anno::in_group("Clearcoat"),
325
+ anno::hard_range(0.0, 1.0)
326
+ ]],
327
+ float2 coat_aniso_roughness = float2(0.0, 0.0) [[
328
+ anno::display_name("Clearcoat aniso roughness"),
329
+ anno::description("Higher roughness values lead to more blurry reflections"),
330
+ anno::in_group("Clearcoat"),
331
+ anno::hidden()
332
+ ]],
333
+ float coat_ior = float(1.56) [[
334
+ anno::display_name("Clearcoat IOR"),
335
+ anno::description("Sets the Index of refraction for the coat layer"),
336
+ anno::in_group("Clearcoat"),
337
+ anno::soft_range(0.0, 4.0)
338
+ ]],
339
+ float3 clearcoat_geometry_normal = state::normal() [[
340
+ anno::display_name("Clearcoat Normal"),
341
+ anno::in_group("Clearcoat"),
342
+ anno::usage("normal")
343
+ ]],
344
+
345
+
346
+ // Geometry //
347
+
348
+ uniform float round_edges_radius = float(0.0) [[
349
+ anno::display_name("Round Edge Radius"),
350
+ anno::description("Influence radius around the edges in meters"),
351
+ anno::in_group("Geometry"),
352
+ anno::soft_range(0.0, 1.0)
353
+ ]],
354
+ uniform float round_edges_roundness = float(1.0) [[
355
+ anno::display_name("Round Edge Roundness"),
356
+ anno::description("Determines how round the edge will look"),
357
+ anno::in_group("Geometry"),
358
+ anno::hard_range(0.0, 1.0)
359
+ ]],
360
+ uniform bool round_edges_across_materials = false [[
361
+ anno::display_name("Round Edge Across Materials"),
362
+ anno::description("Normal smoothing happens only between facets of equal material, \n"
363
+ "\t\tunless this parameter is set true, in which case the smoothing \n"
364
+ "\t\thappens between facets irrespective of their materials"),
365
+ anno::in_group("Geometry")
366
+ ]],
367
+ float3 geometry_normal = state::normal() [[
368
+ anno::display_name("Geometry Normal"),
369
+ anno::in_group("Geometry"),
370
+ anno::usage("normal")
371
+ ]]
372
+
373
+ )
374
+ [[
375
+ anno::display_name("OmniPBR Base"),
376
+ anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."),
377
+ anno::in_group("Omni Materials"),
378
+ anno::version( 2, 1, 1),
379
+ anno::author("NVIDIA CORPORATION"),
380
+ anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic"))
381
+ ]]
382
+ = let{
383
+
384
+ // Diffuse Bsdf //
385
+
386
+ color tinted_diffuse_color = diffuse_reflection_color * diffuse_tint;
387
+
388
+ color base_color = tinted_diffuse_color;
389
+
390
+ bsdf diffuse_bsdf = df::weighted_layer(
391
+ weight: 1.0,
392
+ layer: df::diffuse_reflection_bsdf(
393
+ tint: base_color,
394
+ roughness: float(0.0)
395
+ ),
396
+ base: bsdf(),
397
+ normal: geometry_normal
398
+ );
399
+
400
+ // Glossy Reflection Bsdf //
401
+
402
+ float roughness_u = math::clamp(specular_reflection_roughness * specular_reflection_roughness
403
+ + specular_reflection_aniso_roughness.x * specular_reflection_aniso_roughness.x, 0, 1);
404
+ float roughness_v = math::clamp(specular_reflection_roughness * specular_reflection_roughness
405
+ + specular_reflection_aniso_roughness.y * specular_reflection_aniso_roughness.y, 0, 1);
406
+ bsdf ggx_smith_bsdf = df::microfacet_ggx_smith_bsdf(
407
+ roughness_u: roughness_u,
408
+ roughness_v: roughness_v,
409
+ tint: color(1.0),
410
+ mode: df::scatter_reflect
411
+ );
412
+
413
+ bsdf custom_curve_layer_bsdf = df::custom_curve_layer(
414
+ normal_reflectivity: 0.08,
415
+ grazing_reflectivity: 1.0,
416
+ exponent: 5.0,
417
+ weight: specular_level,
418
+ layer: ggx_smith_bsdf,
419
+ base: diffuse_bsdf,
420
+ normal: geometry_normal
421
+ );
422
+
423
+ bsdf directional_factor_bsdf = df::tint(base_color, ggx_smith_bsdf);
424
+
425
+ bsdf omni_PBR_bsdf = df::weighted_layer(
426
+ weight: metalness,
427
+ layer: directional_factor_bsdf,
428
+ base: custom_curve_layer_bsdf,
429
+ normal: geometry_normal
430
+ );
431
+
432
+ // Clear Coat //
433
+
434
+ float coat_roughness_u = math::clamp(coat_roughness * coat_roughness
435
+ + coat_aniso_roughness.x * coat_aniso_roughness.x, 0, 1);
436
+ float coat_roughness_v = math::clamp(coat_roughness * coat_roughness
437
+ + coat_aniso_roughness.y * coat_aniso_roughness.y, 0, 1);
438
+ bsdf coat_bsdf = df::microfacet_ggx_smith_bsdf(
439
+ roughness_u: coat_roughness_u,
440
+ roughness_v: coat_roughness_v,
441
+ tint: color(1.0),
442
+ mode: df::scatter_reflect
443
+ );
444
+
445
+ bsdf opaque_coat = df::weighted_layer(
446
+ weight: coat_transparency,
447
+ layer: ::df::tint(
448
+ tint: coat_color,
449
+ base: omni_PBR_bsdf
450
+ ),
451
+ base: ::df::diffuse_reflection_bsdf(
452
+ tint: coat_color
453
+ )
454
+ );
455
+
456
+ bsdf omni_PBR_coated_bsdf = df::fresnel_layer(
457
+ ior: coat_ior,
458
+ weight: coat_weight,
459
+ layer: coat_bsdf,
460
+ base: opaque_coat,
461
+ normal: clearcoat_geometry_normal
462
+ );
463
+
464
+ bsdf final_bsdf = enable_coat ? omni_PBR_coated_bsdf : omni_PBR_bsdf;
465
+
466
+ color emission_value = enable_emission ? emission_color * color(emission_intensity) : color(0.0);
467
+
468
+ float opacity_value = geometry_opacity;
469
+ float cutout_opacity = enable_opacity ? ((geometry_opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= geometry_opacity_threshold) ? 1.0 : 0)) : 1.0;
470
+
471
+ material_emission emission = material_emission(
472
+ df::diffuse_edf(),
473
+ intensity: emission_value
474
+ );
475
+
476
+ material_surface surface = material_surface(
477
+ scattering: final_bsdf,
478
+ emission: emission
479
+ );
480
+
481
+ material_geometry geometry = material_geometry(
482
+ normal: state::rounded_corner_normal(
483
+ radius: round_edges_radius,
484
+ across_materials: round_edges_across_materials,
485
+ roundness: round_edges_roundness
486
+ ),
487
+ cutout_opacity: cutout_opacity
488
+ );
489
+
490
+ } in material(
491
+ surface: surface,
492
+ geometry: geometry
493
+ );
CT_injection_system_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl ADDED
@@ -0,0 +1,734 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /***************************************************************************************************
2
+ * Copyright 2022 NVIDIA Corporation. All rights reserved.
3
+ *
4
+ * Redistribution and use in source and binary forms, with or without
5
+ * modification, are permitted provided that the following conditions
6
+ * are met:
7
+ * * Redistributions of source code must retain the above copyright
8
+ * notice, this list of conditions and the following disclaimer.
9
+ * * Redistributions in binary form must reproduce the above copyright
10
+ * notice, this list of conditions and the following disclaimer in the
11
+ * documentation and/or other materials provided with the distribution.
12
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
13
+ * contributors may be used to endorse or promote products derived
14
+ * from this software without specific prior written permission.
15
+ *
16
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
17
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
20
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
+ **************************************************************************************************/
28
+
29
+ mdl 1.7;
30
+
31
+ import ::df::*;
32
+ import ::state::*;
33
+ import ::math::*;
34
+ import ::base::*;
35
+ import ::state::*;
36
+ import ::tex::*;
37
+ import ::anno::*;
38
+
39
+ import ::debug::*;
40
+
41
+ import ::nvidia::core_definitions::file_texture;
42
+ import ::nvidia::core_definitions::normalmap_texture;
43
+
44
+ import OmniPBRBase::*;
45
+
46
+ // Functions //
47
+
48
+
49
+ // Returns a matrix from R,T,S. inputs //
50
+
51
+ uniform float4x4 rotation_translation_scale(
52
+ uniform float3 rotation = float3(0.)
53
+ [[ anno::description("Rotation applied to every UVW coordinate") ]],
54
+ uniform float3 translation = float3(0.)
55
+ [[ anno::description("Offset applied to every UVW coordinate") ]],
56
+ uniform float3 scaling = float3(1.)
57
+ [[ anno::description("Scale applied to every UVW coordinate") ]]
58
+ )
59
+ [[
60
+ anno::description("Construct a transformation matrix from euler rotation, translation and scale"),
61
+ anno::hidden()
62
+ ]]
63
+ {
64
+ float4x4 scale =
65
+ float4x4(scaling.x , 0.0 , 0.0 , 0.0,
66
+ 0.0 , scaling.y , 0.0 , 0.0,
67
+ 0.0 , 0.0 , scaling.z , 0.0,
68
+ translation.x , translation.y , translation.z , 1.0);
69
+
70
+ float3 s = math::sin(rotation);
71
+ float3 c = math::cos(rotation);
72
+
73
+ float4x4 rotate =
74
+ 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,
75
+ 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,
76
+ -s.y , s.x*c.y , c.x*c.y , 0.0,
77
+ 0.0 , 0.0 , 0 , 1.0);
78
+
79
+ return scale * rotate;
80
+ }
81
+
82
+ // Returns the normal n in tangent space, given n is in internal space. //
83
+
84
+ float3 transform_internal_to_tangent(float3 n)
85
+ {
86
+ /* flip_tangent_v */
87
+ return
88
+ n.x* float3(state::texture_tangent_u(0).x,-state::texture_tangent_v(0).x,state::normal().x)+
89
+ n.y* float3(state::texture_tangent_u(0).y,-state::texture_tangent_v(0).y,state::normal().y)+
90
+ n.z* float3(state::texture_tangent_u(0).z,-state::texture_tangent_v(0).z,state::normal().z);
91
+ }
92
+
93
+ // Returns the normal n in internal space, given n is in tangent space.
94
+ float3 transform_tangent_to_internal(float3 n)
95
+ {
96
+ return state::texture_tangent_u(0) * n.x -
97
+ state::texture_tangent_v(0) * n.y + /* flip_tangent_v */
98
+ state::normal() * n.z;
99
+ }
100
+
101
+ // Returns a normal by adding a detail normal to a global normal.
102
+ export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal())
103
+ {
104
+ // http://blog.selfshadow.com/publications/blending-in-detail/
105
+ float3 n_t = transform_internal_to_tangent(n);
106
+ float3 nd_t = transform_internal_to_tangent(nd);
107
+ n_t = n_t + float3(0.,0.,1.);
108
+ nd_t = nd_t * float3(-1.,-1.,1.);
109
+ n = n_t * math::dot(n_t, nd_t)/n_t.z - nd_t;
110
+ return math::normalize(transform_tangent_to_internal(n));
111
+ }
112
+
113
+ base::texture_return multiply_colors(
114
+ color color_1 = color(1.0, 1.0, 1.0),
115
+ color color_2 = color(.5, .5, .5),
116
+ float weight = 1.0
117
+ )
118
+ [[
119
+ anno::hidden()
120
+ ]]
121
+ {
122
+ return base::blend_color_layers(
123
+ layers: base::color_layer[](
124
+ base::color_layer(
125
+ layer_color: color_2,
126
+ weight: weight,
127
+ mode: base::color_layer_multiply
128
+ )),
129
+ base: color_1
130
+ );
131
+ }
132
+
133
+
134
+ // OmniPBR Clearcoat //
135
+
136
+ export material OmniPBR_ClearCoat(
137
+
138
+ // Albdeo //
139
+
140
+ color diffuse_color_constant = color(0.2) [[
141
+ anno::display_name("Albedo Color"),
142
+ anno::description("This is the albedo base color"),
143
+ anno::in_group("Albedo")
144
+ ]],
145
+ uniform texture_2d diffuse_texture = texture_2d() [[
146
+ anno::display_name("Albedo Map"),
147
+ anno::in_group("Albedo")
148
+ ]],
149
+ float albedo_desaturation = float(0.0) [[
150
+ anno::display_name("Albedo Map Desaturation"),
151
+ anno::description("Desaturates the albedo map"),
152
+ anno::in_group("Albedo"),
153
+ anno::soft_range(float(0.0), float(1.0))
154
+ ]],
155
+ float albedo_add = float(0.0) [[
156
+ anno::display_name("Albedo Add"),
157
+ anno::description("Adds a constant value to the diffuse color "),
158
+ anno::in_group("Albedo"),
159
+ anno::soft_range(float(-1.0), float(1.0))
160
+ ]],
161
+ float albedo_brightness = float(1.0) [[
162
+ anno::display_name("Albedo Brightness"),
163
+ anno::description("Multiplier for the diffuse color "),
164
+ anno::in_group("Albedo"),
165
+ anno::soft_range(float(0.0), float(1.0))
166
+ ]],
167
+ color diffuse_tint = color(1.0) [[
168
+ anno::display_name("Color Tint"),
169
+ anno::description("When enabled, this color value is multiplied over the final albedo color"),
170
+ anno::in_group("Albedo")
171
+ ]],
172
+
173
+
174
+ // Reflectivity //
175
+
176
+ float reflection_roughness_constant = float(0.5) [[
177
+ anno::display_name("Roughness Amount"),
178
+ anno::description("Higher roughness values lead to more blurry reflections"),
179
+ anno::in_group("Reflectivity"),
180
+ anno::hard_range(float(0.0), float(1.0))
181
+ ]],
182
+ float reflection_roughness_texture_influence = float(0.0) [[
183
+ anno::display_name("Roughness Map Influence"),
184
+ anno::description("Blends between the constant value and the lookup of the roughness texture"),
185
+ anno::in_group("Reflectivity"),
186
+ anno::hard_range(float(0.0), float(1.0))
187
+ ]],
188
+ uniform texture_2d reflectionroughness_texture = texture_2d() [[
189
+ anno::display_name("Roughness Map"),
190
+ anno::in_group("Reflectivity"),
191
+ anno::usage("roughness")
192
+ ]],
193
+ float metallic_constant = float(0.0) [[
194
+ anno::display_name("Metallic Amount"),
195
+ anno::description("Metallic Material"),
196
+ anno::in_group("Reflectivity"),
197
+ anno::hard_range(float(0.0), float(1.0))
198
+ ]],
199
+ float metallic_texture_influence = float(0.0) [[
200
+ anno::display_name("Metallic Map Influence"),
201
+ anno::description("Blends between the constant value and the lookup of the metallic texture"),
202
+ anno::in_group("Reflectivity"),
203
+ anno::hard_range(float(0.0), float(1.0))
204
+ ]],
205
+ uniform texture_2d metallic_texture = texture_2d() [[
206
+ anno::display_name("Metallic Map"),
207
+ anno::in_group("Reflectivity"),
208
+ anno::usage("metalness")
209
+ ]],
210
+ float specular_level = float(0.5) [[
211
+ anno::display_name("Specular"),
212
+ anno::description("The specular level (intensity) of the material"),
213
+ anno::in_group("Reflectivity"),
214
+ anno::soft_range(float(0.0), float(1.0))
215
+ ]],
216
+
217
+
218
+ // ORM //
219
+
220
+ uniform bool enable_ORM_texture = false [[
221
+ anno::display_name("Enable ORM Texture"),
222
+ anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"),
223
+ anno::in_group("Reflectivity")
224
+ ]],
225
+ uniform texture_2d ORM_texture = texture_2d() [[
226
+ anno::display_name("ORM Map"),
227
+ anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"),
228
+ anno::in_group("Reflectivity"),
229
+ anno::usage("roughness")
230
+ ]],
231
+
232
+
233
+ // AO Group //
234
+
235
+ float ao_to_diffuse = 0.0 [[
236
+ anno::display_name("AO to diffuse"),
237
+ anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"),
238
+ anno::in_group("AO"),
239
+ anno::hard_range(float(0.0), float(1.0))
240
+ ]],
241
+ uniform texture_2d ao_texture = texture_2d() [[
242
+ anno::display_name("Ambient Occlusion Map"),
243
+ anno::description("The ambient occlusion texture for the material"),
244
+ anno::in_group("AO"),
245
+ anno::usage("occlusion")
246
+ ]],
247
+
248
+
249
+ // Emission //
250
+
251
+ uniform bool enable_emission = false [[
252
+ anno::display_name("Enable Emission"),
253
+ anno::description("Enables the emission of light from the material"),
254
+ anno::in_group("Emissive")
255
+ ]],
256
+ color emissive_color = color(1.0,0.1,0.1) [[
257
+ anno::display_name("Emissive Color"),
258
+ anno::description("The emission color"),
259
+ anno::in_group("Emissive"),
260
+ anno::enable_if("enable_emission == true")
261
+ ]],
262
+ uniform texture_2d emissive_color_texture = texture_2d() [[
263
+ anno::display_name("Emissive Color map"),
264
+ anno::in_group("Emissive"),
265
+ anno::description("The emissive color texture"),
266
+ anno::enable_if("enable_emission == true")
267
+ ]],
268
+ uniform texture_2d emissive_mask_texture = texture_2d() [[
269
+ anno::display_name("Emissive Mask map"),
270
+ anno::description("The texture masking the emissive color"),
271
+ anno::in_group("Emissive"),
272
+ anno::enable_if("enable_emission == true"),
273
+ anno::usage("occlusion")
274
+ ]],
275
+ float emissive_intensity = float(40.0) [[
276
+ anno::display_name("Emissive Intensity"),
277
+ anno::description("Intensity of the emission"),
278
+ anno::in_group("Emissive"),
279
+ anno::enable_if("enable_emission == true")
280
+ ]],
281
+
282
+
283
+ // Cutout Opacity //
284
+
285
+ uniform bool enable_opacity = false [[
286
+ anno::display_name("Enable Opacity"),
287
+ anno::description("Enables the use of cutout opacity"),
288
+ anno::in_group("Opacity")
289
+ ]],
290
+ uniform texture_2d opacity_texture = texture_2d() [[
291
+ anno::display_name("Opacity Map"),
292
+ anno::in_group("Opacity"),
293
+ anno::usage("opacity")
294
+ ]],
295
+ float opacity_constant = float(1.0) [[
296
+ anno::display_name("Opacity Amount"),
297
+ anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"),
298
+ anno::in_group("Opacity"),
299
+ anno::hard_range(float(0.0), float(1.0))
300
+ ]],
301
+ uniform bool enable_opacity_texture = false [[
302
+ anno::display_name("Enable Opacity Texture"),
303
+ anno::description("Enables or disables the usage of the opacity texture map"),
304
+ anno::in_group("Opacity")
305
+ ]],
306
+ uniform base::mono_mode opacity_mode = base::mono_average [[
307
+ anno::display_name("Opacity Mono Source"),
308
+ anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"),
309
+ anno::in_group("Opacity")
310
+ ]],
311
+ uniform float opacity_threshold = float(0.0) [[
312
+ anno::display_name("Opacity Threshold"),
313
+ anno::description("If 0, use fractional opacity values 'as is'; if > 0, remap opacity values to 1 when >= threshold and to 0 otherwise"),
314
+ anno::in_group("Opacity"),
315
+ anno::hard_range(float(0.0), float(1.0))
316
+ ]],
317
+
318
+
319
+ // Clearcoat //
320
+
321
+ uniform bool enable_clearcoat = false [[
322
+ anno::display_name("Enable Clearcoat Layer"),
323
+ anno::description("Adds a clearcoat layer on top of the material when enabled"),
324
+ anno::in_group("Clearcoat")
325
+ ]],
326
+ float clearcoat_weight = float(1.0) [[
327
+ anno::display_name("Clearcoat Weight"),
328
+ anno::description("Sets the weight for clearcoat layer"),
329
+ anno::in_group("Clearcoat"),
330
+ anno::hard_range(float(0.0), float(1.0))
331
+ ]],
332
+ color clearcoat_tint = color(1.0) [[
333
+ anno::display_name("Clearcoat Tint"),
334
+ anno::description("Clearcoat is tinted and affects the underlying material"),
335
+ anno::in_group("Clearcoat")
336
+ ]],
337
+ float clearcoat_transparency = float(1.0) [[
338
+ anno::display_name("Clearcoat Transparency"),
339
+ anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"),
340
+ anno::in_group("Clearcoat"),
341
+ anno::hard_range(float(0.0), float(1.0))
342
+ ]],
343
+ float clearcoat_reflection_roughness = float(0.0) [[
344
+ anno::display_name("Clearcoat Roughness"),
345
+ anno::description("Higher roughness values lead to more blurry reflections"),
346
+ anno::in_group("Clearcoat"),
347
+ anno::hard_range(float(0.0), float(1.0))
348
+ ]],
349
+ float clearcoat_ior = float(1.56) [[
350
+ anno::display_name("Clearcoat IOR"),
351
+ anno::description("Sets the Index of refraction for the clearcoat layer"),
352
+ anno::in_group("Clearcoat"),
353
+ anno::soft_range(float(0.0), float(4.0))
354
+ ]],
355
+ uniform float clearcoat_bump_factor = float(1.0) [[
356
+ anno::display_name("Clearcoat Normal Map Strength"),
357
+ anno::description("Strength of normal map."),
358
+ anno::in_group("Clearcoat"),
359
+ anno::soft_range(float(0.0), float(1.0))
360
+ ]],
361
+ uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[
362
+ anno::display_name("Clearcoat Normal Map"),
363
+ anno::description("Enables the usage of the normalmap texture"),
364
+ anno::in_group("Clearcoat"),
365
+ anno::usage("normal")
366
+ ]],
367
+ uniform float2 clearcoat_texture_translate = float2(0.0) [[
368
+ anno::display_name("Clearcoat Texture Translate"),
369
+ anno::description("Controls the position of the clearcoat texture"),
370
+ anno::ui_order(1),
371
+ anno::in_group("UV")
372
+ ]],
373
+ uniform float clearcoat_texture_rotate = float(0.0) [[
374
+ anno::display_name("Clearcoat Texture Rotate"),
375
+ anno::description("Rotates angle of the clearcoat texture in degrees"),
376
+ anno::ui_order(2),
377
+ anno::in_group("UV")
378
+ ]],
379
+ uniform float2 clearcoat_texture_scale = float2(1.0) [[
380
+ anno::display_name("Clearcoat Texture Tiling"),
381
+ anno::description("Controls the repetition of the clearcoat texture"),
382
+ anno::ui_order(3),
383
+ anno::in_group("UV")
384
+ ]],
385
+ float clearcoat_flatten = float(1.0) [[
386
+ anno::display_name("Clearcoat Flatten"),
387
+ anno::description("Flattens the clearcoat to even out the underlying bump maps"),
388
+ anno::in_group("Clearcoat"),
389
+ anno::hard_range(float(0.0), float(1.0))
390
+ ]],
391
+
392
+
393
+ // Normal //
394
+
395
+ uniform float geometry_normal_roughness_strength = 1.f
396
+ [[
397
+ anno::hard_range(0.0, 1.0),
398
+ anno::display_name("Normal map to roughness weight"),
399
+ anno::description("Enables and weights roughness induced by normal maps"),
400
+ anno::in_group("Normal")
401
+ ]],
402
+ uniform float bump_factor = float(1.0) [[
403
+ anno::display_name("Normal Strength"),
404
+ anno::description("Strength of normal map"),
405
+ anno::in_group("Normal"),
406
+ anno::soft_range(float(0.0), float(1.0))
407
+ ]],
408
+ uniform texture_2d normalmap_texture = texture_2d() [[
409
+ anno::display_name("Normal Map"),
410
+ anno::in_group("Normal"),
411
+ anno::usage("normal")
412
+ ]],
413
+ uniform float detail_bump_factor = float(0.3) [[
414
+ anno::display_name("Detail Normal Strength"),
415
+ anno::in_group("Normal"),
416
+ anno::description("Strength of the detail normal"),
417
+ anno::soft_range(float(0.0), float(1.0))
418
+ ]],
419
+ uniform texture_2d detail_normalmap_texture = texture_2d() [[
420
+ anno::display_name("Detail Normal Map"),
421
+ anno::in_group("Normal"),
422
+ anno::usage("normal")
423
+ ]],
424
+ uniform bool flip_tangent_u = false [[
425
+ anno::display_name("Normal Map Flip U Tangent"),
426
+ anno::in_group("Normal")
427
+ ]],
428
+ uniform bool flip_tangent_v = true [[
429
+ anno::display_name("Normal Map Flip V Tangent"),
430
+ anno::in_group("Normal")
431
+ ]],
432
+
433
+
434
+ // UVW Projection Group //
435
+
436
+ uniform bool project_uvw = false [[
437
+ anno::display_name("Enable Project UVW Coordinates"),
438
+ anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"),
439
+ anno::in_group("UV")
440
+ ]],
441
+ uniform bool world_or_object = false [[
442
+ anno::display_name("Enable World Space"),
443
+ anno::description("When enabled, uses world space for projection, otherwise object space is used"),
444
+ anno::in_group("UV"),
445
+ anno::enable_if("project_uvw == true")
446
+ ]],
447
+ uniform int uv_space_index = 0 [[
448
+ anno::display_name("UV Space Index"),
449
+ anno::description("UV Space Index"),
450
+ anno::in_group("UV"),
451
+ anno::enable_if("project_uvw == true"),
452
+ anno::hard_range(int(0), int(3))
453
+ ]],
454
+
455
+
456
+ // UVW Adjustments Group //
457
+
458
+ uniform float2 texture_translate = float2(0.0) [[
459
+ anno::display_name("Texture Translate"),
460
+ anno::description("Controls position of texture."),
461
+ anno::in_group("UV"),
462
+ anno::enable_if("project_uvw == true")
463
+ ]],
464
+ uniform float texture_rotate = float(0.0) [[
465
+ anno::display_name("Texture Rotate"),
466
+ anno::description("Rotates angle of texture in degrees."),
467
+ anno::in_group("UV"),
468
+ anno::enable_if("project_uvw == true")
469
+ ]],
470
+ uniform float2 texture_scale = float2(1.0) [[
471
+ anno::display_name("Texture Tiling"),
472
+ anno::description("Controls repetition of the texture."),
473
+ anno::in_group("UV"),
474
+ anno::enable_if("project_uvw == true")
475
+ ]],
476
+ uniform float2 detail_texture_translate = float2(0.0) [[
477
+ anno::display_name("Detail Texture Translate"),
478
+ anno::description("Controls the position of the detail texture."),
479
+ anno::in_group("UV"),
480
+ anno::enable_if("project_uvw == true")
481
+ ]],
482
+ uniform float detail_texture_rotate = float(0.0) [[
483
+ anno::display_name("Detail Texture Rotate"),
484
+ anno::description("Rotates angle of the detail texture in degrees."),
485
+ anno::in_group("UV"),
486
+ anno::enable_if("project_uvw == true")
487
+ ]],
488
+ uniform float2 detail_texture_scale = float2(1.0) [[
489
+ anno::display_name("Detail Texture Tiling"),
490
+ anno::description("Controls repetition of the detail texture."),
491
+ anno::in_group("UV"),
492
+ anno::enable_if("project_uvw == true")
493
+ ]],
494
+
495
+
496
+ // Geometry //
497
+
498
+ uniform float round_edges_radius = float(0.0) [[
499
+ anno::display_name("Round Edge Radius"),
500
+ anno::description("Influence radius around the edges in meters"),
501
+ anno::in_group("Geometry"),
502
+ anno::soft_range(0.0, 1.0)
503
+ ]],
504
+ uniform float round_edges_roundness = float(1.0) [[
505
+ anno::display_name("Round Edge Roundness"),
506
+ anno::description("Determines how round the edge will look"),
507
+ anno::in_group("Geometry"),
508
+ anno::hard_range(0.0, 1.0)
509
+ ]],
510
+ uniform bool round_edges_across_materials = false [[
511
+ anno::display_name("Round Edge Across Materials"),
512
+ anno::description("Normal smoothing happens only between facets of equal material, \n"
513
+ "\t\tunless this parameter is set true, in which case the smoothing \n"
514
+ "\t\thappens between facets irrespective of their materials"),
515
+ anno::in_group("Geometry")
516
+ ]]
517
+ )
518
+ [[
519
+ anno::display_name("OmniPBR ClearCoat "),
520
+ anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."),
521
+ anno::in_group("Base"),
522
+ anno::version( 2, 1, 1),
523
+ anno::author("NVIDIA CORPORATION"),
524
+ anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic"))
525
+ ]] = let {
526
+
527
+ // UVW lookup and transformation //
528
+ base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object;
529
+
530
+ base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection(
531
+ coordinate_system: the_system,
532
+ texture_space: uv_space_index,
533
+ projection_type: base::projection_cubic
534
+ ) :
535
+ base::coordinate_source(
536
+ coordinate_system: base::texture_coordinate_uvw,
537
+ texture_space: uv_space_index
538
+ );
539
+
540
+ base::texture_coordinate_info transformed_uvw = base::transform_coordinate(
541
+ transform: rotation_translation_scale(
542
+ scaling: float3(texture_scale.x, texture_scale.y, 1.0),
543
+ rotation: float3(0.0, 0.0, texture_rotate/180.*math::PI ),
544
+ translation: float3(texture_translate.x, texture_translate.y, 0.0)
545
+ ),
546
+ coordinate: uvw
547
+ );
548
+
549
+ base::texture_coordinate_info detail_transformed_uvw = base::transform_coordinate(
550
+ transform: rotation_translation_scale(
551
+ scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0),
552
+ rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ),
553
+ translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0)
554
+ ),
555
+ coordinate: uvw
556
+ );
557
+
558
+ base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate(
559
+ transform: rotation_translation_scale(
560
+ scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0),
561
+ rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ),
562
+ translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f)
563
+ ),
564
+ coordinate: uvw
565
+ );
566
+
567
+ // Normal calculations //
568
+ OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0));
569
+
570
+ OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ?
571
+ OmniPBRBase::tangent_space_normal_roughness_texture(
572
+ texture: normalmap_texture,
573
+ factor: bump_factor,
574
+ uvw: transformed_uvw,
575
+ flip_tangent_u: flip_tangent_u,
576
+ flip_tangent_v: flip_tangent_v // true for dx, false for opengl
577
+ //flip_tangent_v: true
578
+
579
+ ) : defaultData;
580
+ float3 the_normal = normal_data.normal;
581
+
582
+ OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ?
583
+ OmniPBRBase::tangent_space_normal_roughness_texture(
584
+ texture: detail_normalmap_texture,
585
+ factor: detail_bump_factor,
586
+ uvw: detail_transformed_uvw,
587
+ flip_tangent_u: flip_tangent_u,
588
+ flip_tangent_v: flip_tangent_v // true for dx, false for opengl
589
+ ) : defaultData;
590
+ float3 detail_normal = detail_normal_data.normal;
591
+
592
+ OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ?
593
+ OmniPBRBase::tangent_space_normal_roughness_texture(
594
+ texture: clearcoat_normalmap_texture,
595
+ factor: clearcoat_bump_factor,
596
+ uvw: clearcoat_transformed_uvw,
597
+ flip_tangent_u: flip_tangent_u,
598
+ flip_tangent_v: flip_tangent_v // true for dx, false for opengl
599
+ ) : defaultData;
600
+ float3 clearcoat_normal = clearcoat_normal_data.normal;
601
+
602
+
603
+ float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal;
604
+ float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten);
605
+ float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal)
606
+ : flattened_clearcoat_normal;
607
+
608
+
609
+ // ORM Handling //
610
+
611
+ float3 ORM_lookup = tex::lookup_float3(
612
+ tex: ORM_texture,
613
+ coord: float2(transformed_uvw.position.x, transformed_uvw.position.y)
614
+ );
615
+
616
+
617
+ float3 roughness_lookup = tex::lookup_float3(
618
+ tex: reflectionroughness_texture,
619
+ coord: float2(transformed_uvw.position.x, transformed_uvw.position.y)
620
+ );
621
+
622
+ float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x;
623
+ float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence);
624
+ float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)),
625
+ math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y)));
626
+
627
+ 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)),
628
+ math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y)));
629
+
630
+ // Diffuse Color Lookup and AO //
631
+
632
+ base::texture_return base_lookup = base::file_texture(
633
+ texture: diffuse_texture,
634
+ color_offset: color(albedo_add),
635
+ color_scale: color(albedo_brightness),
636
+ mono_source: base::mono_luminance,
637
+ uvw: transformed_uvw,
638
+ clip: false
639
+ );
640
+
641
+ base::texture_return ao_lookup = base::file_texture(
642
+ texture: ao_texture,
643
+ color_offset: color(0.0, 0.0, 0.0),
644
+ color_scale: color(1.0, 1.0, 1.0),
645
+ mono_source: base::mono_average,
646
+ uvw: transformed_uvw,
647
+ clip: false
648
+ );
649
+
650
+
651
+ color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint;
652
+ color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation);
653
+ color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant;
654
+ color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint;
655
+
656
+ color base_color = multiply_colors(
657
+ color_1: tinted_diffuse,
658
+ color_2: ao_color,
659
+ weight: ao_to_diffuse
660
+ ).tint;
661
+
662
+
663
+ // Metalness //
664
+
665
+ float3 metallic_lookup = tex::lookup_float3(
666
+ tex: metallic_texture,
667
+ coord: float2(transformed_uvw.position.x, transformed_uvw.position.y)
668
+ );
669
+
670
+ float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x;
671
+ float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence);
672
+
673
+
674
+ // Emission //
675
+
676
+ color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ?
677
+ base::file_texture(
678
+ texture: emissive_color_texture,
679
+ color_offset: color(0.0, 0.0, 0.0),
680
+ color_scale: color(1.0, 1.0, 1.0),
681
+ mono_source: base::mono_average,
682
+ uvw: transformed_uvw,
683
+ clip: false
684
+ ).tint : emissive_color;
685
+
686
+ color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ?
687
+ base::file_texture(
688
+ texture: emissive_mask_texture,
689
+ color_offset: color(0.0, 0.0, 0.0),
690
+ color_scale: color(1.0, 1.0, 1.0),
691
+ mono_source: base::mono_average,
692
+ uvw: transformed_uvw,
693
+ clip: false
694
+ ).tint : color(1.0);
695
+
696
+ color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0);
697
+
698
+ // Opacity //
699
+
700
+ float opacity_value = enable_opacity_texture ? base::file_texture(
701
+ texture: opacity_texture,
702
+ mono_source: opacity_mode,
703
+ uvw: transformed_uvw
704
+ ).mono : opacity_constant;
705
+
706
+ float cutout_opacity = enable_opacity ? ((opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= opacity_threshold) ? 1.0 : 0)) : 1.0;
707
+
708
+ material base = OmniPBRBase::OmniPBRBase(
709
+ diffuse_reflection_color: base_color,
710
+ specular_reflection_aniso_roughness: reflection_roughness,
711
+ specular_level: specular_level,
712
+ metalness: metallic,
713
+ enable_emission: enable_emission,
714
+ emission_color: final_emission_color,
715
+ emission_intensity: emissive_intensity,
716
+ enable_coat: enable_clearcoat,
717
+ coat_weight: clearcoat_weight,
718
+ coat_color: clearcoat_tint,
719
+ coat_transparency: clearcoat_transparency,
720
+ coat_aniso_roughness: clearcoat_reflection_roughness2,
721
+ coat_ior: clearcoat_ior,
722
+ enable_opacity: enable_opacity,
723
+ geometry_opacity: cutout_opacity,
724
+ clearcoat_geometry_normal: final_clearcoat_normal,
725
+ round_edges_radius: round_edges_radius,
726
+ round_edges_roundness: round_edges_roundness,
727
+ round_edges_across_materials: round_edges_across_materials,
728
+ geometry_normal: diffuse_gloss_normal
729
+ );
730
+
731
+ } in material(
732
+ surface: base.surface,
733
+ geometry: base.geometry
734
+ );