/****************************************************************************** * 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 ::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"; ::base::texture_coordinate_info vmat_transform( uniform float2 translation = float2(0.0, 0.0), uniform float rotation = 0.0, uniform 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 ::base::transform_coordinate(scale*rotate, ::base::coordinate_source(system, uv_space)); } float uint2float(int x) { return float(x & 0x7FFFFFFF) + (x < 0 ? 2147483648.0 : 0.0); } int lowbias32(int x) { x ^= x >>> 16; x *= 0x7feb352d; x ^= x >>> 15; x *= 0x846ca68b; x ^= x >>> 16; return x; } 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; } float3 srgb2rgb(float3 val) { return ::math::pow(::math::max(val, float3(0.0f)), 2.2); } 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 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 float CON = 1.0f; 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*float(CON)) + (W[1] = F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0,1)))) - m*float(CON)) + (W[2] = F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1,0)))) - m*float(CON)); else O = (W[0] = -F[2]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1)))) - m*float(CON)) + (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1, 0)))) - m*float(CON)) + (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0, 1)))) - m*float(CON)); O = m + O/::math::length(W); O = ::math::clamp( (O), 0.0, 1.0); return float3(O); } 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, 1.0), 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 )); } export material Copper( uniform bool infinite_tiling = true [[ ::anno::description("Enables infinite tiling feature which removes repeating texture patterns. Note that depending on the material this feature changes the appearance of the material slightly."), ::anno::display_name("Infinite Tiling"), ::anno::in_group("Appearance") ]], float roughness = 0.1f [[ ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."), ::anno::display_name("Roughness"), ::anno::in_group("Appearance"), ::anno::hard_range(0.f, 1.f) ]], float smudges = 0.5f [[ ::anno::description("Adds blurrier reflection that follow the intensities of the Roughness texture on top."), ::anno::display_name("Smudges"), ::anno::in_group("Appearance"), ::anno::hard_range(0.f, 1.f) ]], uniform bool enable_round_corners = 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") ]], uniform float radius = 0.03f [[ ::anno::description("Radius of the rounded corners."), ::anno::display_name("Round Corner Radius"), ::anno::in_group("Round Corners") ]], uniform bool across_materials = false [[ ::anno::display_name("Across Materials"), ::anno::description("When enabled the round corner effect is applied across different materials."), ::anno::in_group("Round Corners") ]], uniform float2 texture_translate = float2(0.f) [[ ::anno::display_name("Texture Translate"), ::anno::description("Controls the position of the texture."), ::anno::in_group("Transform") ]], uniform float texture_rotate = 0.f [[ ::anno::display_name("Texture Rotate"), ::anno::description("Rotates angle of the texture in degrees."), ::anno::soft_range(0.f, 360.f), ::anno::in_group("Transform") ]], uniform float2 texture_scale = float2(1.f) [[ ::anno::display_name("Texture Scale"), ::anno::description("Larger numbers increase the size."), ::anno::in_group("Transform"), ::nvidia::core_definitions::dimension(float2(.45f, .45f)) ]], uniform int uv_space_index = 0 [[ ::anno::display_name("UV Space Index"), ::anno::in_group("Advanced") ]], float3 normal = ::state::normal() [[ ::anno::description("Modify the surface normal."), ::anno::display_name("Normal"), ::anno::in_group("Advanced") ]] ) [[ ::anno::author("NVIDIA vMaterials"), ::anno::display_name("Copper"), ::anno::description("Pure metal material with optional smudges."), ::anno::copyright_notice(COPYRIGHT), ::anno::thumbnail("./.thumbs/Copper.Copper.png"), ::anno::key_words(string[]("metal", "pure", "smudged", "design", "reflective", "infinite tiling", "smooth", "conductor", "new", "polished", "copper", "warm")) ]] = let { // color normal_reflectivity = color(0.9654565f, 0.6899602f, 0.4830392f); color normal_reflectivity = color(0.93120f, 0.62276f, 0.52235f); // Johnson Christy color grazing_reflectivity = color(0.99942f, 1.f, 1.f); bool tmp0 = false; material_surface tmp1( ::df::color_custom_curve_layer(normal_reflectivity, grazing_reflectivity, 5.f, color(1.f, 1.f, 1.f), ::df::microfacet_ggx_smith_bsdf(::math::lerp(::math::lerp(0.f, 0.5f, roughness), ::math::lerp(0.f, 0.5f, roughness) + smudges * (1.f - ::math::lerp(0.f, 0.5f, roughness)), infinite_tiling ? float3(endless_texture(texture_2d("./textures/metal_smudges_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 8.f, float3(0.0820000023f), 8.f, false))[0] : ::base::file_texture(texture_2d("./textures/metal_smudges_rough.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_average, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).mono) * ::math::lerp(::math::lerp(0.f, 0.5f, roughness), ::math::lerp(0.f, 0.5f, roughness) + smudges * (1.f - ::math::lerp(0.f, 0.5f, roughness)), infinite_tiling ? float3(endless_texture(texture_2d("./textures/metal_smudges_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 8.f, float3(0.0820000023f), 8.f, false))[0] : ::base::file_texture(texture_2d("./textures/metal_smudges_rough.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_average, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).mono), ::math::lerp(::math::lerp(0.f, 0.5f, roughness), ::math::lerp(0.f, 0.5f, roughness) + smudges * (1.f - ::math::lerp(0.f, 0.5f, roughness)), infinite_tiling ? float3(endless_texture(texture_2d("./textures/metal_smudges_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 8.f, float3(0.0820000023f), 8.f, false))[0] : ::base::file_texture(texture_2d("./textures/metal_smudges_rough.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_average, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).mono) * ::math::lerp(::math::lerp(0.f, 0.5f, roughness), ::math::lerp(0.f, 0.5f, roughness) + smudges * (1.f - ::math::lerp(0.f, 0.5f, roughness)), infinite_tiling ? float3(endless_texture(texture_2d("./textures/metal_smudges_rough.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 8.f, float3(0.0820000023f), 8.f, false))[0] : ::base::file_texture(texture_2d("./textures/metal_smudges_rough.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_average, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).mono), color(1.f, 1.f, 1.f), ::state::texture_tangent_u(0), ::df::scatter_reflect, ""), bsdf(), normal), 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, enable_round_corners ? ::state::rounded_corner_normal(radius, across_materials, 1.f) : ::state::normal()); } in material( thin_walled: tmp0, surface: tmp1, backface: tmp2, ior: tmp3, volume: tmp4, geometry: tmp5); export material Copper_Polished(*) [[ ::anno::author("NVIDIA vMaterials"), ::anno::display_name("Copper Polished"), ::anno::description("Pure metal material with optional smudges."), ::anno::copyright_notice(COPYRIGHT), ::anno::thumbnail("./.thumbs/Copper.Copper_Polished.png"), ::anno::key_words(string[]("metal", "pure", "design", "reflective", "infinite tiling", "smooth", "conductor", "new", "polished", "copper", "warm")) ]] = Copper( infinite_tiling: true, roughness: 0.0f, smudges: 0.0f, enable_round_corners: false, radius: 0.03f, across_materials: false, texture_translate: float2(0.0f, 0.0f), texture_rotate: 0.0f, texture_scale: float2(1.0f, 1.0f), uv_space_index: 0, normal: ::state::normal() ); export material Copper_Glossy_Fingerprints(*) [[ ::anno::author("NVIDIA vMaterials"), ::anno::display_name("Copper Glossy Fingerprints"), ::anno::description("Pure metal material with optional smudges."), ::anno::copyright_notice(COPYRIGHT), ::anno::thumbnail("./.thumbs/Copper.Copper_Glossy_Fingerprints.png"), ::anno::key_words(string[]("metal", "pure", "design", "smudged", "reflective", "infinite tiling", "smooth", "conductor", "new", "polished", "copper", "warm")) ]] = Copper( infinite_tiling: true, roughness: 0.23f, smudges: 1.0f, enable_round_corners: false, radius: 0.03f, across_materials: false, texture_translate: float2(0.0f, 0.0f), texture_rotate: 0.0f, texture_scale: float2(1.0f, 1.0f), uv_space_index: 0, normal: ::state::normal() ); /* - Aluminum 0.911810895428,0.914089043421,0.920152876196 - Copper 0.9654565, 0.6899602, 0.4830392 - Chromium 0.549302, 0.5560554, 0.5542377 - Iron 0.5293683, 0.5132565, 0.4942483 - Gold 1.0,0.722306985258,0.340058756743 - Nickel 0.696691094703,0.640529134605,0.563260231405 - Platinum 0.678533319955,0.639590890417,0.583638675413 - Mercury 0.780978740699,0.779541528985,0.778441417779 - Silver 0.9614253056,0.948983344333,0.918968346466 - Titanium 0.618264052974,0.579396264956,0.542545225681 - Tungsten 0.951001417565,0.815051845356,0.751931718925 - Zinc 0.87467950988,0.868943040106,0.855089634324 */