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/******************************************************************************
* Copyright 2024 NVIDIA Corporation. All rights reserved.
******************************************************************************
Permission is hereby granted by NVIDIA Corporation ("NVIDIA"), free of charge,
to any person obtaining a copy of the sample definition code that uses our
Material Definition Language (the "MDL Materials"), to reproduce and distribute
the MDL Materials, including without limitation the rights to use, copy, merge,
publish, distribute, and sell modified and unmodified copies of the MDL
Materials, and to permit persons to whom the MDL Materials is furnished to do
so, in all cases solely for use with NVIDIA's Material Definition Language,
subject to the following further conditions:
1. The above copyright notices, this list of conditions, and the disclaimer
that follows shall be retained in all copies of one or more of the MDL
Materials, including in any software with which the MDL Materials are bundled,
redistributed, and/or sold, and included either as stand-alone text files,
human-readable headers or in the appropriate machine-readable metadata fields
within text or binary files as long as those fields can be easily viewed by the
user, as applicable.
2. The name of NVIDIA shall not be used to promote, endorse or advertise any
Modified Version without specific prior written permission, except a) to comply
with the notice requirements otherwise contained herein; or b) to acknowledge
the contribution(s) of NVIDIA.
THE MDL MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT,
TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE FOR
ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL,
INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF
CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE
THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.
*/
mdl 1.6;
import ::anno::*;
import ::base::*;
import ::df::*;
import ::math::*;
import ::state::*;
import ::tex::*;
import ::nvidia::core_definitions::blend_colors;
import ::nvidia::core_definitions::dimension;
const string COPYRIGHT =
" Copyright 2024 NVIDIA Corporation. All rights reserved.\n"
" MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE AGREEMENT,\n"
" WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE. IN PARTICULAR,\n"
" THE MDL MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n"
" EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\n"
" MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF\n"
" COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA\n"
" CORPORATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY\n"
" GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN\n"
" AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR\n"
" INABILITY TO USE THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.\n";
float histogram_range(float input, float range = 1.0f, float position = 0.5f)
{
float low = ::math::clamp(1.0 - ::math::min(((1.0 - position) + range * 0.5), (1.0 - position) * 2), 0.0, 1.0);
float high = ::math::clamp(math::min((position + range * 0.5 ), position * 2.0), 0.0, 1.0);
return ::math::lerp(low, high, input);
}
int lowbias32(int x)
{
x ^= x >>> 16;
x *= 0x7feb352d;
x ^= x >>> 15;
x *= 0x846ca68b;
x ^= x >>> 16;
return x;
}
float uint2float(int x)
{
return float(x & 0x7FFFFFFF) + (x < 0 ? 2147483648.0 : 0.0);
}
float2 rnd22(int2 p) {
float2 ret_val = float2(
uint2float(lowbias32(p[0] + lowbias32(p[1]))) / 4294967296.f,
uint2float(lowbias32(p[0] + 32000 + lowbias32(p[1]))) / 4294967296.f
);
return ret_val;
}
float2x2 invert_2x2(float2x2 M)
{
float det = M[0][0]*M[1][1] - M[0][1]*M[1][0];
//https://www.chilimath.com/lessons/advanced-algebra/inverse-of-a-2x2-matrix/
return (1.0 / det) * float2x2(M[1][1], -M[0][1], -M[1][0], M[0][0]);
}
float3 srgb2rgb(float3 val)
{
return ::math::pow(::math::max(val, float3(0.0f)), 2.2);
}
float3 rgb2srgb(float3 val) [[ anno::unused() ]] {
return ::math::pow( ::math::max(val, float3(0.f)), float3(1./2.2) );
}
// endless texture, function as described in https://www.shadertoy.com/view/MdyfDV
// https://hal.inria.fr/hal-01824773/document
// Note that the average color must be
// Additional parameters have been exposed like the size samples from each hexagonal patch
float3 nonrepeat_lookup(
uniform texture_2d texture = texture_2d(),
::base::texture_coordinate_info uvw = ::base::coordinate_source(),
float texture_scale = 1.0,
float3 average_color = float3(0.5),
float patch_size = 8.0
)
{
float2 uv_in = float2(uvw.position[0], uvw.position[1]) * texture_scale;
float Z = patch_size; // patch scale inside example texture
float3 O = float3(0.f);
float2x2 M0 = float2x2(1.f,0.f, 0.5f, ::math::sqrt(3.f)/2.f);
float2x2 M = invert_2x2(M0); // transform matrix <-> tilted space
float2 U = uv_in;
float2 V = M * uv_in; //pre-tilted hexa coordinates
int2 I = int2(::math::floor(V)); // hexa-tile id
// The mean color needs to be determined in Photoshop then to make the
// average color work out, take the float value and calculate the apropriate
// mean value as (value^(1/2.2))
float3 m = average_color;
float3 F = float3(::math::frac(V)[0], ::math::frac(V)[1], 0.f), W;
F[2] = 1.0 - F[0] - F[1]; // local hexa coordinates
if( F[2] > 0.f )
O = (W[0] = F[2]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I))) - m)
+ (W[1] = F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0,1)))) - m)
+ (W[2] = F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1,0)))) - m);
else
O = (W[0] = -F[2]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1)))) - m)
+ (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1, 0)))) - m)
+ (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0, 1)))) - m);
O = m + O/::math::length(W);
O = ::math::clamp( (O), 0.0, 1.0);
return float3(O);
}
// NOTE: "texture" must be in linear space (ensure that ::tex::gamma_linear is used)
float3 endless_normal(
uniform texture_2d texture = texture_2d(),
float factor = 1.0,
bool flip_tangent_u = false,
bool flip_tangent_v = false,
::base::texture_coordinate_info uvw = ::base::coordinate_source(),
float texture_scale = 10.0,
float3 average_color = float3(0.5, 0.5, 1.0),
float patch_size = 8.0
//bool srgb2rgb = false,
//bool rgb2srgb = false
)
{
float3 transformed_tangent_u = flip_tangent_u ? uvw.tangent_u : - uvw.tangent_u;
float3 transformed_tangent_v = flip_tangent_v ? uvw.tangent_v : - uvw.tangent_v;
// normalized Lookup
float3 tangent_space_normal =
(nonrepeat_lookup (
texture: texture,
uvw: uvw,
texture_scale: texture_scale,
average_color: average_color,
patch_size: patch_size
) - 0.5) * (2.0 * factor);
return ::math::normalize(transformed_tangent_u * tangent_space_normal.x +
transformed_tangent_v * tangent_space_normal.y +
state::normal()*1.0);
}
// NOTE: tex_resource must be in linear space (ensure that ::tex::gamma_linear is used)
color endless_texture(
uniform texture_2d texture = texture_2d(),
::base::texture_coordinate_info uvw = ::base::coordinate_source(),
float texture_scale = 10.0,
float3 average_color = float3(0.5, 0.5, .5),
float patch_size = 8.0,
bool gamma_correct_lookup = true
)
{
return gamma_correct_lookup ? color(srgb2rgb(
nonrepeat_lookup (
texture: texture,
uvw: uvw,
texture_scale: texture_scale,
average_color: average_color,
patch_size: patch_size
))
) : color(nonrepeat_lookup (
texture: texture,
uvw: uvw,
texture_scale: texture_scale,
average_color: average_color,
patch_size: patch_size
));
}
float overlay(float base, float layer, float weight)
{
return base + (1.0f - base) * layer * weight;
}
float remap(float input, float low, float high)
{
//return low + input * (high - low);
return ::math::lerp(low, high, input);
}
::base::texture_coordinate_info transform_coordinate_2(
float4x4 transform
[[ anno::description("A transformation to be applied to the source coordinates. rotation_translation_scale() is a suggested means to compute the transformation matrix.") ]],
::base::texture_coordinate_info coordinate = ::base::texture_coordinate_info()
[[ anno::description("Coordinate, typically sourced from coordinate_source or coordinate_projection.") ]]
) [[
::anno::description("Transform a texture coordinate by a matrix.") ,
::anno::noinline()
]]
{
// Version 2
float4 r_position = transform * float4(coordinate.position.x,coordinate.position.y,coordinate.position.z,1);
float4 u = transform[0];
float3 ru = ::math::normalize(float3(u.x,u.y,u.z));
float cos = ru.x;
float sin = -ru.y;
return ::base::texture_coordinate_info(
float3(r_position.x,r_position.y,r_position.z),
math::normalize(cos * coordinate.tangent_u - sin * coordinate.tangent_v),
math::normalize(cos * coordinate.tangent_v + sin * coordinate.tangent_u));
}
::base::texture_coordinate_info vmat_transform(
float2 translation = float2(0.0, 0.0),
float rotation = 0.0, // rotation in degrees
float2 scaling = float2(1.0, 1.0),
uniform ::base::texture_coordinate_system system = ::base::texture_coordinate_uvw,
uniform int uv_space = 0
)
{
float rotation_rad = (rotation * 3.1415926535897932384626433832f) / 180.f;
float4x4 scale =
float4x4(1.0 /scaling.x, 0. , 0. , 0.,
0. , 1.0 /scaling.y , 0. , 0.,
0. , 0. , 1.0, 0.,
translation.x , translation.y , 0.0, 1.);
float s = ::math::sin(rotation_rad);
float c = ::math::cos(rotation_rad);
float4x4 rotate =
float4x4( c , -s , 0.0 , 0.0,
s , c , 0.0 , 0.0,
0.0, 0.0 , 1.0 , 0.0,
0. , 0.0 , 0.0 , 1.);
return transform_coordinate_2(scale*rotate, ::base::coordinate_source(system, uv_space));
}
::base::texture_coordinate_info vmat_transform_post_scale(
::base::texture_coordinate_info uvw,
float2 scale = float2(1.0f)
)
{
return ::base::texture_coordinate_info(
position: float3(uvw.position.x / scale.x,
uvw.position.y / scale.y,
uvw.position.z),
tangent_u: uvw.tangent_u,
tangent_v: uvw.tangent_v
);
}
export material Blued_Steel_Cold(
float brightness = 0.5f [[
::anno::description("Adjusts the brightness of the material. Recommended default is 0.5."),
::anno::display_name("Brightness"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(0)
]],
float roughness = 0.05f [[
::anno::description("Amount of variation applied to the roughness, higher numbers lead to non uniform reflections of the material."),
::anno::display_name("Roughness"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(1)
]],
float roughness_variation = 0.12f [[
::anno::description("Amount of variation applied to the roughness, higher numbers lead to non uniform reflections of the material."),
::anno::display_name("Roughness Variation"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(2)
]],
float smudges = 0.f [[
::anno::description("Add surface variation to the material to make the material appear being used before."),
::anno::display_name("Smudges"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(3)
]],
float smudges_roughness = 0.02f [[
::anno::description("The overall roughness of the smudges on the surface."),
::anno::display_name("Smudges Roughness"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f),
::anno::enable_if("smudges > 0.0"),
::anno::ui_order(4)
]],
float damage = 0.f [[
::anno::description("Adds surface wear and damages to the material."),
::anno::display_name("Damage"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(5)
]],
float2 texture_translate = float2(0.f) [[
::anno::description("Controls the position of the texture."),
::anno::display_name("Texture Translate"),
::anno::in_group("Transform"),
::anno::ui_order(6)
]],
float texture_rotate = 0.f [[
::anno::description("Rotates angle of the texture in degrees."),
::anno::display_name("Texture Rotate"),
::anno::in_group("Transform"),
::anno::soft_range(0.f, 360.f),
::anno::ui_order(7)
]],
float2 texture_scale = float2(1.f) [[
::anno::description("Larger numbers increase the size."),
::anno::display_name("Texture Scale"),
::anno::in_group("Transform"),
::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
::anno::ui_order(8)
]],
uniform int uv_space_index = 0 [[
::anno::description("Uses selected UV space for material."),
::anno::display_name("UV Space Index"),
::anno::in_group("Transform"),
::anno::ui_order(9)
]],
uniform bool roundcorners_enable = false [[
::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
::anno::display_name("Enable Round Corners"),
::anno::in_group("Round Corners"),
::anno::ui_order(10)
]],
uniform float roundcorners_radius_mm = .5f [[
::anno::description("Radius of the rounded corners in millimeters."),
::anno::display_name("Round Corner Radius (mm)"),
::anno::in_group("Round Corners"),
::anno::soft_range(0.f, 10.f),
::anno::enable_if("roundcorners_enable == true"),
::anno::ui_order(11)
]],
uniform bool roundcorners_across_materials = false [[
::anno::description("Applies the round corner effect across different materials when enabled."),
::anno::display_name("Across Materials"),
::anno::in_group("Round Corners"),
::anno::enable_if("roundcorners_enable == true"),
::anno::ui_order(12)
]])
[[
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Rüdiger Raab"),
::anno::display_name("Blued Steel - Cold Blued Shiny"),
::anno::description("Steel that has been treated with a blueing solution which gives it a black-blueish appearance. Optional smudges and scratches add further variation to the material."),
::anno::copyright_notice(COPYRIGHT),
::anno::thumbnail("./.thumbs/Blued_Steel_Cold.Blued_Steel_Cold.png"),
::anno::key_words(string[]("metal", "steel", "iron", "blued", "coated", "treated", "blueing", "tool", "automotive", "shiny", "new", "black", "dark"))
]]
=
let {
bool tmp0 = false;
material_surface tmp1(::df::custom_curve_layer(remap(float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).z, 0.0399999991f, remap(::math::pow(damage, 2.20000005f), 0.0399999991f, 1.f)), 1.f, 5.f, 1.f, ::df::microfacet_ggx_smith_bsdf(overlay(::math::lerp(histogram_range(float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).x, roughness_variation, roughness * 0.600000024f + 0.0500000007f), smudges_roughness, float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).y * smudges), float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).z, 0.f) * overlay(::math::lerp(histogram_range(float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).x, roughness_variation, roughness * 0.600000024f + 0.0500000007f), smudges_roughness, float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).y * smudges), float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).z, 0.f), overlay(::math::lerp(histogram_range(float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).x, roughness_variation, roughness * 0.600000024f + 0.0500000007f), smudges_roughness, float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).y * smudges), float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).z, 0.f) * overlay(::math::lerp(histogram_range(float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).x, roughness_variation, roughness * 0.600000024f + 0.0500000007f), smudges_roughness, float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).y * smudges), float3(endless_texture(texture_2d("./textures/blued_steel_multi_R_rough_G_smudge_B_scratch.jpg", ::tex::gamma_linear), vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, false)).z, 0.f), color(0.846872985f, 0.91753602f, 1.f), color(0.f, 0.f, 0.f), ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(1.f, ::df::diffuse_reflection_bsdf(nvidia::core_definitions::blend_colors(nvidia::core_definitions::blend_colors(color(0.00699499995f, 0.00699499995f, 0.00699499995f), color(0.0121590002f, 0.0118270004f, 0.0273209997f), ::base::color_layer_blend, float3(endless_texture(texture_2d("./textures/blued_steel_diff.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 10.f, float3(0.75999999f, 0.175999999f, 0.00300000003f), 8.f, true)).x, true).tint, color(::math::pow(brightness * 0.699999988f + 0.300000012f, 2.f)), ::base::color_layer_multiply, 1.f, true).tint, 0.f), bsdf(), endless_normal(texture_2d("./textures/blued_steel_norm.jpg", ::tex::gamma_linear), damage, false, false, vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.5f, 0.5f, 1.f), 8.f)), endless_normal(texture_2d("./textures/blued_steel_norm.jpg", ::tex::gamma_linear), damage, false, false, vmat_transform_post_scale(vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.5f)), 10.f, float3(0.5f, 0.5f, 1.f), 8.f)), material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance));
material_surface tmp2 = material_surface(scattering: bsdf(), emission: material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance));
color tmp3 = color(1.f, 1.f, 1.f);
material_volume tmp4 = material_volume(scattering: vdf(), absorption_coefficient: color(0.f, 0.f, 0.f), scattering_coefficient: color(0.f, 0.f, 0.f));
material_geometry tmp5(float3(0.f), 1.f, roundcorners_enable ? ::state::rounded_corner_normal(roundcorners_radius_mm * 0.00100000005f, roundcorners_across_materials, 1.f) : ::state::normal());
} in
material(
thin_walled: tmp0,
surface: tmp1,
backface: tmp2,
ior: tmp3,
volume: tmp4,
geometry: tmp5);
export material Blued_Steel_Cold_Matte(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Rüdiger Raab"),
::anno::display_name("Blued Steel - Cold Blued Matte"),
::anno::description("Steel that has been treated with a blueing solution which gives it a black-blueish appearance. Optional smudges and scratches add further variation to the material."),
::anno::copyright_notice(COPYRIGHT),
::anno::thumbnail("./.thumbs/Blued_Steel_Cold.Blued_Steel_Cold_Matte.png"),
::anno::key_words(string[]("metal", "steel", "iron", "blued", "coated", "treated", "blueing", "tool", "automotive", "shiny", "new", "black", "dark"))
]]
= Blued_Steel_Cold(
brightness: 0.5f,
roughness: 0.55f,
roughness_variation: 0.13f,
smudges: 0.0f,
smudges_roughness: 0.02f,
damage: 0.0f,
texture_translate: float2(0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f),
uv_space_index: 0,
roundcorners_enable: false,
roundcorners_radius_mm: 0.5f,
roundcorners_across_materials: false
);
export material Blued_Steel_Cold_Matte_Smudged(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Rüdiger Raab"),
::anno::display_name("Blued Steel - Cold Blued Matte Smudged"),
::anno::description("Steel that has been treated with a blueing solution which gives it a black-blueish appearance. Optional smudges and scratches add further variation to the material."),
::anno::copyright_notice(COPYRIGHT),
::anno::thumbnail("./.thumbs/Blued_Steel_Cold.Blued_Steel_Cold_Matte_Smudged.png"),
::anno::key_words(string[]("metal", "steel", "iron", "blued", "coated", "treated", "blueing", "tool", "automotive", "shiny", "smudges", "black", "dark"))
]]
= Blued_Steel_Cold(
brightness: 0.5f,
roughness: 0.55f,
roughness_variation: 0.13f,
smudges: 0.79f,
smudges_roughness: 0.02f,
damage: 0.0f,
texture_translate: float2(0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f),
uv_space_index: 0,
roundcorners_enable: false,
roundcorners_radius_mm: 0.5f,
roundcorners_across_materials: false
);
export material Blued_Steel_Cold_Worn(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Rüdiger Raab"),
::anno::display_name("Blued Steel - Cold Blued Worn"),
::anno::description("Steel that has been treated with a blueing solution which gives it a black-blueish appearance. Optional smudges and scratches add further variation to the material."),
::anno::copyright_notice(COPYRIGHT),
::anno::thumbnail("./.thumbs/Blued_Steel_Cold.Blued_Steel_Cold_Worn.png"),
::anno::key_words(string[]("metal", "steel", "iron", "blued", "coated", "treated", "blueing", "tool", "automotive", "shiny", "smudges", "black", "dark"))
]]
= Blued_Steel_Cold(
brightness: 0.5f,
roughness: 0.55f,
roughness_variation: 0.84f,
smudges: 0.79f,
smudges_roughness: 0.2f,
damage: 0.76f,
texture_translate: float2(0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f),
uv_space_index: 0,
roundcorners_enable: false,
roundcorners_radius_mm: 0.5f,
roundcorners_across_materials: false
);