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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 1.4;
import ::df::*;
import ::base::*;
import ::math::*;
import ::state::*;
import ::anno::*;
import ::tex::*;
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 contrast_brightness(
float input,
float contrast,
float brightness
)
{
float return_value = contrast > 0.5 ?
float(::math::clamp((input - 0.5) * 1/(1.000001 - (contrast - 0.5)*2.0) + 0.5, 0.0, 1.0) + (brightness - 0.5) * 2.0)
:
float(::math::clamp((input - 0.5) * contrast * 2.0 + 0.5 + (brightness - 0.5)*2.0, 0.0, 1.0));
return return_value;
}
uniform float4x4 rotation_translation_scale(
uniform float3 rotation = float3(0.)
[[ ::anno::description("Rotation applied to every UVW coordinate.") ]],
uniform float3 translation = float3(0.)
[[ ::anno::description("Offset applied to every UVW coordinate.") ]],
uniform float3 scaling = float3(1.)
[[ ::anno::description("Scale applied to every UVW coordinate.") ]]
)
[[
::anno::description("Construct transformation matrix from Euler rotation, translation and scale."),
::anno::hidden()
]]
{
float4x4 scale =
float4x4(scaling.x , 0. , 0. , 0.,
0. , scaling.y , 0. , 0.,
0. , 0. , scaling.z , 0.,
translation.x, translation.y, translation.z, 1.);
float3 s = ::math::sin(rotation);
float3 c = ::math::cos(rotation);
float4x4 rotate =
float4x4( c.y*c.z , -c.x*s.z + s.x*s.y*c.z , s.x*s.z + c.x*s.y*c.z , 0.0,
c.y*s.z , c.x*c.z + s.x*s.y*s.z , -s.x*c.z + c.x*s.y*s.z , 0.0,
-s.y , s.x*c.y , c.x*c.y , 0.0,
0. , 0 , 0 , 1.);
return scale*rotate;
}
::base::texture_return blend_colors(
color color_1 = color(1.0, 1.0, 1.0),
color color_2 = color(.5, .5, .5),
float weight = 1.0
) [[
::anno::hidden()
]]
{
return ::base::blend_color_layers(
layers: ::base::color_layer[](
::base::color_layer(
layer_color: color_2,
weight: weight,
mode: ::base::color_layer_blend
)),
base: color_1
);
}
export material Copper_Antique_Brushed (
float reflection_contrast = 0.5
[[
::anno::display_name("Metal Roughness Contrast"),
::anno::soft_range(float(0.0f), float(1.0f)),
::anno::description("The contrast of the roughness of the metal material."),
::anno::in_group("Appearance")
]],
float reflection_brightness = 0.5
[[
::anno::display_name("Metal Roughness"),
::anno::soft_range(float(0.0f), float(1.0f)),
::anno::description("The specular level (intensity) of the material."),
::anno::in_group("Appearance")
]],
float smudge_amount = 0.0
[[
::anno::display_name("Metal Smudge"),
::anno::soft_range(float(0.0f), float(1.0f)),
::anno::description("The specular level (intensity) of the material."),
::anno::in_group("Appearance")
]],
float patina_amount = float(0.5)
[[
::anno::display_name("Patina Amount"),
::anno::soft_range(float(0.0f), float(1.0f)),
::anno::description("The specular level (intensity) of the material."),
::anno::in_group("Appearance")
]],
float patina_spots_brightness = float(0.5)
[[
::anno::display_name("Patina Spots Brightness"),
::anno::soft_range(float(0.0f), float(1.0f)),
::anno::description("The specular level (intensity) of the material."),
::anno::in_group("Appearance")
]],
uniform float bump_amount = 1.0
[[
::anno::display_name("Bump Amount"),
::anno::description("Specifies the intensity of the normal texture."),
::anno::in_group("Normal")
]],
// Adjustments Group
uniform float2 texture_translate = float2(0.0f)
[[
::anno::display_name("Translate"),
::anno::description("Controls the position of the texture."),
::anno::in_group("Adjustments")
]],
uniform float texture_rotate = 0.f
[[
::anno::display_name("Rotate"),
::anno::description("Rotates angle of the texture in degrees."),
::anno::in_group("Adjustments")
]],
uniform float2 texture_scale = float2(1.0f)
[[
::anno::display_name("Scale"),
::anno::description("Larger numbers increase the size."),
::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
::anno::in_group("Adjustments")
]]
)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Antique copper"),
::anno::description("A copper material with an antique look, bumps and small impurities."),
::anno::key_words(string[]("design", "metal", "copper", "antique", "oxidized", "aged", "bumped", "brushed", "scratched", "patina", "matte")),
::anno::thumbnail("./.thumbs/Copper_Antique_Brushed.Copper_Antique_Brushed.png"),
::anno::copyright_notice(COPYRIGHT)
]] = let {
::base::texture_coordinate_info uvw = ::base::coordinate_source(
coordinate_system: ::base::texture_coordinate_uvw,
texture_space: 0
);
::base::texture_coordinate_info transformed_uvw = ::base::transform_coordinate(
transform: rotation_translation_scale(
scaling: float3(1.0f/texture_scale.x, 1.0f/texture_scale.y, 1.0),
rotation: float3(0.0, 0.0, texture_rotate/180.*::math::PI ),
translation: float3(texture_translate.x, texture_translate.y, 0.0)
),
coordinate: uvw
);
::base::texture_coordinate_info patina_uvw = ::base::transform_coordinate(
transform: rotation_translation_scale(
scaling: float3(1.0f/(texture_scale.x*2.0f), 1.0f/(texture_scale.y*2.0), 1.0),
rotation: float3(0.0, 0.0, texture_rotate/180.*::math::PI ),
translation: float3(texture_translate.x, texture_translate.y, 0.0)
),
coordinate: uvw
);
// Diffuse Color lookup
color diffuse_color = ::base::file_texture(
texture: texture_2d("./textures/brushed_antique_copper_diff.jpg" , ::tex::gamma_srgb),
color_offset: color(0.0, 0.0, 0.0),
color_scale: color(1.0, 1.0, 1.0),
mono_source: ::base::mono_average,
uvw: transformed_uvw,
clip: false
).tint;
color patina_color = ::base::file_texture(
texture: texture_2d("./textures/brushed_antique_copper_patina_diff.jpg" , ::tex::gamma_srgb),
color_offset: color(0.0, 0.0, 0.0),
color_scale: color(patina_spots_brightness),
mono_source: ::base::mono_average,
uvw: patina_uvw,
clip: false
).tint;
::base::texture_return spots_weight_map = ::base::file_texture(
texture: texture_2d("./textures/brushed_antique_copper_spots_mask.jpg" , ::tex::gamma_linear),
color_offset: color(0.0, 0.0, 0.0),
color_scale: color(1.0, 1.0, 1.0),
mono_source: ::base::mono_average,
uvw: transformed_uvw,
clip: false
);
color final_diffuse_color = blend_colors(diffuse_color, patina_color, blend_colors(color(0.0), spots_weight_map.tint, patina_amount).mono).tint;
float roughness_lookup = contrast_brightness(
::tex::lookup_float(
tex: texture_2d("./textures/brushed_antique_copper_rough.jpg" , ::tex::gamma_linear),
coord: float2(uvw.position.x, uvw.position.y)),
reflection_contrast,
reflection_brightness
) + ::base::file_texture(
texture: texture_2d("./textures/brushed_antique_copper_smudge_map.jpg" , ::tex::gamma_linear),
color_offset: color(0.0, 0.0, 0.0),
color_scale: color(smudge_amount * .5f),
mono_source: ::base::mono_average,
uvw: transformed_uvw,
clip: false
).mono;
// Specular Level lookup
float specular_level = ::base::file_texture(
texture: texture_2d("./textures/brushed_antique_copper_ref.jpg" , ::tex::gamma_linear),
color_offset: color(0.0, 0.0, 0.0),
color_scale: color(1.0, 1.0, 1.0),
mono_source: ::base::mono_average,
uvw: transformed_uvw,
clip: false
).mono;
// Metallic compositing
float metallic = ::math::clamp(0.0, 1.0, blend_colors(color(1.0), blend_colors(color(1.0), color(0.0), spots_weight_map.mono).tint, patina_amount).mono - .15f);
bsdf diffuse_bsdf = ::df::diffuse_reflection_bsdf(
roughness: 0.0f, //assign the user controllable
tint: final_diffuse_color //values to the bsdf
);
bsdf ggx_smith_bsdf = ::df::microfacet_ggx_smith_bsdf(
roughness_u: roughness_lookup*roughness_lookup,
roughness_v: roughness_lookup*roughness_lookup,
tint: color(1.0, 1.0, 1.0),
mode: ::df::scatter_reflect
);
bsdf custom_curve_layer_bsdf = ::df::custom_curve_layer(
normal_reflectivity: 0.08 * specular_level,
grazing_reflectivity: 1.0,
exponent: 3.0,
weight: 1.0,
layer: ggx_smith_bsdf,
base: diffuse_bsdf
);
bsdf directional_factor_bsdf = ::df::directional_factor(
normal_tint: final_diffuse_color,
grazing_tint: color(1.0, 1.0, 1.0),
exponent: 3.0f,
base: ggx_smith_bsdf
);
bsdf final_bsdf = ::df::weighted_layer(
base: custom_curve_layer_bsdf,
weight: metallic,
layer: directional_factor_bsdf
);
// Normal lookup
float3 bump = ::base::tangent_space_normal_texture(
texture: texture_2d("./textures/brushed_antique_copper_norm.jpg" , ::tex::gamma_linear),
factor: bump_amount,
uvw: transformed_uvw,
flip_tangent_u: false,
flip_tangent_v: false
);
} in material (
surface: material_surface(
scattering: final_bsdf
),
geometry: material_geometry(
normal: bump
)
);
// 2 Shiny Polished
export material Copper_Antique_Brushed_Shiny(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Antique copper - Shiny Polished"),
::anno::description("A copper material with an antique look, bumps and small impurities."),
::anno::key_words(string[]("design", "metal", "copper", "antique", "oxidized", "aged", "bumped", "brushed", "polished", "scratched", "patina", "matte")),
::anno::thumbnail("./.thumbs/Copper_Antique_Brushed.Copper_Antique_Brushed_Shiny.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Copper_Antique_Brushed(
reflection_contrast: 0.2f,
reflection_brightness: 0.35f,
smudge_amount: 0.0f,
patina_amount: 0.0f,
patina_spots_brightness: 0.5,
bump_amount: 0.7
);
// 3 Shiny Smudged
export material Copper_Antique_Brushed_Shiny_Smudged(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Antique copper - Shiny Smudged"),
::anno::description("A copper material with an antique look, bumps and small impurities."),
::anno::key_words(string[]("design", "metal", "copper", "antique", "oxidized", "aged", "bumped", "brushed", "polished", "scratched", "patina", "shiny", "glossy")),
::anno::thumbnail("./.thumbs/Copper_Antique_Brushed.Copper_Antique_Brushed_Shiny_Smudged.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Copper_Antique_Brushed(
reflection_contrast: 0.2f,
reflection_brightness: 0.35f,
smudge_amount: 1.0f,
patina_amount: 0.0f,
patina_spots_brightness: 0.5,
bump_amount: 0.6
);
// 4 Worn Matte
export material Copper_Antique_Brushed_Worn_Matte(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Antique copper - Worn Matte"),
::anno::description("A copper material with an antique look, bumps and small impurities."),
::anno::key_words(string[]("design", "metal", "copper", "antique", "oxidized", "aged", "bumped", "brushed", "smudge", "smudges", "smudged", "scratched", "patina", "matte")),
::anno::thumbnail("./.thumbs/Copper_Antique_Brushed.Copper_Antique_Brushed_Worn_Matte.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Copper_Antique_Brushed(
reflection_contrast: 0.65f,
reflection_brightness: 0.55f,
smudge_amount: 0.65f,
patina_amount: 0.5f,
patina_spots_brightness: 0.5,
bump_amount: 1.0
);
// 5 Decayed Matte
export material Copper_Antique_Brushed_Decayed_Matte(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Antique copper - Decayed Matte"),
::anno::description("A copper material with an antique look, bumps and small impurities."),
::anno::key_words(string[]("design", "metal", "copper", "antique", "oxidized", "aged", "bumped", "brushed", "smudge", "smudges", "smudged", "scratched", "decayed", "patina", "matte")),
::anno::thumbnail("./.thumbs/Copper_Antique_Brushed.Copper_Antique_Brushed_Decayed_Matte.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Copper_Antique_Brushed(
reflection_contrast: 0.4f,
reflection_brightness: 0.45f,
smudge_amount: 0.8f,
patina_amount: 0.4f,
patina_spots_brightness: 0.3,
bump_amount: 0.5
);
// 6 Shiny Matte Smudged
export material Copper_Antique_Brushed_Shiny_Matte_Smudged(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Antique copper - Shiny Matte Smudged"),
::anno::description("A copper material with an antique look, bumps and small impurities."),
::anno::key_words(string[]("design", "metal", "copper", "antique", "oxidized", "aged", "bumped", "brushed", "smudge", "smudges", "smudged", "scratched", "decayed", "patina", "shiny", "matte")),
::anno::thumbnail("./.thumbs/Copper_Antique_Brushed.Copper_Antique_Brushed_Shiny_Matte_Smudged.png"),
::anno::copyright_notice(COPYRIGHT)
]]
= Copper_Antique_Brushed(
reflection_contrast: 0.5f,
reflection_brightness: 0.7f,
smudge_amount: 0.0f,
patina_amount: 0.8f,
patina_spots_brightness: 0.5,
bump_amount: 1.0
);