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deploy Xray_machine_XrayArmRack_a01 into nvidia/simready-assets@main

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  1. Xray_machine_XrayArmRack_a01/.metadata/LICENSE.txt +396 -0
  2. Xray_machine_XrayArmRack_a01/.metadata/com.nvidia.simready.conformance.Package%401.0.0.json +35 -0
  3. Xray_machine_XrayArmRack_a01/.metadata/com.nvidia.simready.packaging.bom.json +549 -0
  4. Xray_machine_XrayArmRack_a01/.metadata/static-validation.json +164 -0
  5. Xray_machine_XrayArmRack_a01/com.nvidia.simready.packaging.json +19 -0
  6. Xray_machine_XrayArmRack_a01/simready_usd/.simready/validation.json +269 -0
  7. Xray_machine_XrayArmRack_a01/simready_usd/.thumbs/256x256/sm_Xray_machine_XrayArmRack_a01_01.usd.png +3 -0
  8. Xray_machine_XrayArmRack_a01/simready_usd/.thumbs/256x256/sm_Xray_machine_XrayArmRack_a01_01.usd_light.png +3 -0
  9. Xray_machine_XrayArmRack_a01/simready_usd/.thumbs/256x256/sm_Xray_machine_XrayArmRack_a01_01.usd_transparent.png +3 -0
  10. Xray_machine_XrayArmRack_a01/simready_usd/LICENSE.txt +396 -0
  11. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_metal_aluminiumBrushed_c01_tile_alb.png +3 -0
  12. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_metal_aluminiumBrushed_c01_tile_nor.png +3 -0
  13. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_metal_aluminiumBrushed_c01_tile_orm.png +3 -0
  14. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_metal_chromeClean_a01_tile_alb.png +3 -0
  15. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_metal_chromeClean_a01_tile_nor.png +3 -0
  16. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_metal_chromeClean_a01_tile_orm.png +3 -0
  17. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_metal_paintedRough_white_a01_tile_alb.png +3 -0
  18. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_metal_paintedRough_white_a01_tile_nor.png +3 -0
  19. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_metal_paintedRough_white_a01_tile_orm.png +3 -0
  20. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_blue_a01_tile_alb.png +3 -0
  21. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_blue_a01_tile_nor.png +3 -0
  22. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_blue_a01_tile_orm.png +3 -0
  23. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_glossy_white_a01_tile_alb.png +3 -0
  24. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_glossy_white_a01_tile_nor.png +3 -0
  25. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_glossy_white_a01_tile_orm.png +3 -0
  26. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_gray_a01_tile_alb.png +3 -0
  27. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_gray_a01_tile_nor.png +3 -0
  28. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_gray_a01_tile_orm.png +3 -0
  29. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_polyurethaneRough_black_a01_tile_alb.png +3 -0
  30. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_polyurethaneRough_black_a01_tile_nor.png +3 -0
  31. Xray_machine_XrayArmRack_a01/simready_usd/Textures/t_plastic_polyurethaneRough_black_a01_tile_orm.png +3 -0
  32. Xray_machine_XrayArmRack_a01/simready_usd/payloads/MuJoCo/disabled.usda +3 -0
  33. Xray_machine_XrayArmRack_a01/simready_usd/payloads/MuJoCo/enabled.usda +3 -0
  34. Xray_machine_XrayArmRack_a01/simready_usd/payloads/Newton/disabled.usda +3 -0
  35. Xray_machine_XrayArmRack_a01/simready_usd/payloads/Newton/enabled.usda +3 -0
  36. Xray_machine_XrayArmRack_a01/simready_usd/payloads/PhysX/disabled.usda +3 -0
  37. Xray_machine_XrayArmRack_a01/simready_usd/payloads/PhysX/enabled.usda +3 -0
  38. Xray_machine_XrayArmRack_a01/simready_usd/payloads/Physics/physics.usda +3 -0
  39. Xray_machine_XrayArmRack_a01/simready_usd/payloads/base.usda +3 -0
  40. Xray_machine_XrayArmRack_a01/simready_usd/payloads/geometries.usd +3 -0
  41. Xray_machine_XrayArmRack_a01/simready_usd/payloads/instances.usda +3 -0
  42. Xray_machine_XrayArmRack_a01/simready_usd/payloads/instances_mujoco.usda +3 -0
  43. Xray_machine_XrayArmRack_a01/simready_usd/payloads/instances_newton.usda +3 -0
  44. Xray_machine_XrayArmRack_a01/simready_usd/payloads/instances_physx.usda +3 -0
  45. Xray_machine_XrayArmRack_a01/simready_usd/payloads/materials.usda +3 -0
  46. Xray_machine_XrayArmRack_a01/simready_usd/sm_Xray_machine_XrayArmRack_a01_01.json +316 -0
  47. Xray_machine_XrayArmRack_a01/simready_usd/sm_Xray_machine_XrayArmRack_a01_01.usd +3 -0
  48. Xray_machine_XrayArmRack_a01/simready_usd/source_assets/OmniGlass.mdl +261 -0
  49. Xray_machine_XrayArmRack_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl +487 -0
  50. Xray_machine_XrayArmRack_a01/simready_usd/source_assets/OmniPBR.mdl +419 -0
Xray_machine_XrayArmRack_a01/.metadata/LICENSE.txt ADDED
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+ {
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+ },
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+ "activateOption": "Enabled",
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+ "PhysX": {
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+ "asset_name": "Xray_machine_XrayArmRack_a01",
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+ "asset_type": "prop",
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+ "author": "NVIDIA",
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+ "category": "prop",
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+ "uuid": "ca216415-7731-4204-8c07-d4485b0adc8d",
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+ "profile": "Robotics-Prop",
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+ },
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+ "FET006_BASE_MDL": {
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+ "dependencies": "[]",
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+ "failing requirements": "['VM.MDL.001']",
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+ "passed": false,
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+ "version": "0.1.0"
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+ }
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+ },
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+ "FET_000_MUJOCO": {
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+ "dependencies": "[{'FET_000_STANDARD': {'version': '0.1.0'}}]",
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+ "optional requirements": "['com.nvidia.simready.RV.008', 'com.nvidia.simready.RV.010']",
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "dependencies": "[{'FET_000_STANDARD': {'version': '0.1.0'}}]",
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+ "optional requirements": "['com.nvidia.simready.RV.005', 'com.nvidia.simready.RV.010']",
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "FET_000_PHYSX": {
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+ "dependencies": "[{'FET_000_STANDARD': {'version': '0.1.0'}}]",
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+ "optional requirements": "['com.nvidia.simready.RV.001', 'com.nvidia.simready.RV.002', 'com.nvidia.simready.RV.010']",
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "dependencies": "[]",
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "FET_001_STANDARD": {
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+ "dependencies": "[]",
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+ "passed": true,
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+ "version": "1.0.1"
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+ },
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+ "FET_003_MUJOCO": {
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+ "dependencies": "[]",
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "FET_003_NEWTON": {
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+ "dependencies": "[]",
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "FET_003_PHYSX": {
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+ "dependencies": "[]",
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+ "passed": true,
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+ "version": "0.4.0"
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+ },
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+ "FET_003_STANDARD": {
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+ "dependencies": "[]",
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+ "passed": true,
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+ "version": "0.2.0"
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+ },
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+ "FET_004_MUJOCO": {
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+ "dependencies": "[{'FET_003_MUJOCO': {'version': '0.1.0'}}]",
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "FET_004_NEWTON": {
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+ "dependencies": "[{'FET_003_NEWTON': {'version': '0.1.0'}}]",
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+ "passed": true,
145
+ "version": "0.1.0"
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+ },
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+ "FET_004_PHYSX": {
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+ "dependencies": "[{'FET_003_PHYSX': {'version': '0.4.0'}}]",
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+ "passed": true,
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+ "version": "0.4.0"
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+ },
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+ },
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "FET_006_MDL": {
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+ "dependencies": "[]",
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+ "optional requirements": "['com.nvidia.simready.VM.MDL.001']",
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "FET_006_STANDARD": {
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+ "dependencies": "[]",
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "FET_007_STANDARD": {
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+ "dependencies": "[]",
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+ "passed": true,
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+ "version": "0.2.0"
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+ },
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+ "FET_100_ISAAC": {
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+ "dependencies": "[{'FET_003_PHYSX': {'version': '0.4.0'}}]",
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+ "passed": true,
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+ "version": "0.4.0"
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+ }
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+ },
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+ "2026-09-22": {
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+ "FET_000_MUJOCO": {
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+ "dependencies": "[{'FET_000_STANDARD': {'version': '0.1.0'}}]",
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+ "optional requirements": "['com.nvidia.simready.RV.008', 'com.nvidia.simready.RV.010']",
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+ "passed": true,
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+ "version": "0.1.0"
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+ },
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+ "FET_000_NEWTON": {
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+ "dependencies": "[{'FET_000_STANDARD': {'version': '0.1.0'}}]",
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+ "optional requirements": "['com.nvidia.simready.RV.005', 'com.nvidia.simready.RV.010']",
195
+ "passed": true,
196
+ "version": "0.1.0"
197
+ },
198
+ "FET_000_PHYSX": {
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+ "dependencies": "[{'FET_000_STANDARD': {'version': '0.1.0'}}]",
200
+ "optional requirements": "['com.nvidia.simready.RV.002', 'com.nvidia.simready.RV.001', 'com.nvidia.simready.RV.010']",
201
+ "passed": true,
202
+ "version": "0.1.0"
203
+ },
204
+ "FET_000_STANDARD": {
205
+ "dependencies": "[]",
206
+ "passed": true,
207
+ "version": "0.1.0"
208
+ },
209
+ "FET_001_STANDARD": {
210
+ "dependencies": "[]",
211
+ "passed": true,
212
+ "version": "1.0.1"
213
+ },
214
+ "FET_003_MUJOCO": {
215
+ "dependencies": "[]",
216
+ "passed": true,
217
+ "version": "0.1.0"
218
+ },
219
+ "FET_003_NEWTON": {
220
+ "dependencies": "[]",
221
+ "passed": true,
222
+ "version": "0.1.0"
223
+ },
224
+ "FET_003_PHYSX": {
225
+ "dependencies": "[]",
226
+ "passed": true,
227
+ "version": "0.4.0"
228
+ },
229
+ "FET_003_STANDARD": {
230
+ "dependencies": "[]",
231
+ "passed": true,
232
+ "version": "0.2.0"
233
+ },
234
+ "FET_004_MUJOCO": {
235
+ "dependencies": "[{'FET_003_MUJOCO': {'version': '0.1.0'}}]",
236
+ "passed": true,
237
+ "version": "0.1.0"
238
+ },
239
+ "FET_004_NEWTON": {
240
+ "dependencies": "[{'FET_003_NEWTON': {'version': '0.1.0'}}]",
241
+ "passed": true,
242
+ "version": "0.1.0"
243
+ },
244
+ "FET_004_PHYSX": {
245
+ "dependencies": "[{'FET_003_PHYSX': {'version': '0.4.0'}}]",
246
+ "passed": true,
247
+ "version": "0.4.0"
248
+ },
249
+ "FET_004_STANDARD": {
250
+ "dependencies": "[{'FET_003_STANDARD': {'version': '0.2.0'}}]",
251
+ "passed": true,
252
+ "version": "0.2.0"
253
+ },
254
+ "FET_005_STANDARD": {
255
+ "dependencies": "[]",
256
+ "optional requirements": "['com.nvidia.simready.GSP.001']",
257
+ "passed": true,
258
+ "version": "0.1.0"
259
+ },
260
+ "FET_006_MDL": {
261
+ "dependencies": "[]",
262
+ "passed": true,
263
+ "version": "0.1.0"
264
+ },
265
+ "FET_006_STANDARD": {
266
+ "dependencies": "[]",
267
+ "passed": true,
268
+ "version": "0.1.0"
269
+ },
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+ "FET_007_STANDARD": {
271
+ "dependencies": "[]",
272
+ "passed": true,
273
+ "version": "0.2.0"
274
+ },
275
+ "FET_011_RTX": {
276
+ "dependencies": "[{'FET_011_STANDARD': {'version': '0.2.0'}}]",
277
+ "passed": true,
278
+ "version": "0.1.0"
279
+ },
280
+ "FET_011_STANDARD": {
281
+ "dependencies": "[]",
282
+ "passed": true,
283
+ "version": "0.2.0"
284
+ },
285
+ "FET_031_STANDARD": {
286
+ "dependencies": "[]",
287
+ "passed": true,
288
+ "version": "0.1.0"
289
+ },
290
+ "FET_033_STANDARD": {
291
+ "dependencies": "[{'FET_031_STANDARD': {'version': '0.1.0'}}]",
292
+ "passed": true,
293
+ "version": "0.3.0"
294
+ },
295
+ "FET_046_STANDARD": {
296
+ "dependencies": "[{'FET_011_STANDARD': {'version': '0.2.0'}}]",
297
+ "passed": true,
298
+ "version": "0.1.0"
299
+ },
300
+ "FET_100_ISAAC": {
301
+ "dependencies": "[{'FET_003_PHYSX': {'version': '0.4.0'}}]",
302
+ "passed": true,
303
+ "version": "0.4.0"
304
+ }
305
+ }
306
+ }
307
+ }
308
+ },
309
+ "asset_dir": "simready_content/common_assets/props_hospital/Xray_machine_XrayArmRack_a01",
310
+ "asset_name": "Xray_machine_XrayArmRack_a01",
311
+ "asset_type": "prop",
312
+ "profile": "Prop-Robotics-Neutral",
313
+ "source_file": "../simready_physx_usd/sm_Xray_machine_XrayArmRack_a01_01.usd",
314
+ "usd_date_generated": "2026-04-06 18:23:55",
315
+ "used_dsrs_exporter": true
316
+ }
Xray_machine_XrayArmRack_a01/simready_usd/sm_Xray_machine_XrayArmRack_a01_01.usd ADDED
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+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:3e83d69c5dafe0fa59ec29c9e4d3d31c4ae17539abdcc79dc990e77bd49ed3fa
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+ size 9715
Xray_machine_XrayArmRack_a01/simready_usd/source_assets/OmniGlass.mdl ADDED
@@ -0,0 +1,261 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
+ );
Xray_machine_XrayArmRack_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
+ );
Xray_machine_XrayArmRack_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
+ );