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/****************************************************************************** |
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* Copyright 2024 NVIDIA Corporation. All rights reserved. * |
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****************************************************************************** |
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Permission is hereby granted by NVIDIA Corporation ("NVIDIA"), free of charge, |
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to any person obtaining a copy of the sample definition code that uses our |
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Material Definition Language (the "MDL Materials"), to reproduce and distribute |
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the MDL Materials, including without limitation the rights to use, copy, merge, |
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publish, distribute, and sell modified and unmodified copies of the MDL |
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Materials, and to permit persons to whom the MDL Materials is furnished to do |
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so, in all cases solely for use with NVIDIA's Material Definition Language, |
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subject to the following further conditions: |
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1. The above copyright notices, this list of conditions, and the disclaimer |
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that follows shall be retained in all copies of one or more of the MDL |
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Materials, including in any software with which the MDL Materials are bundled, |
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redistributed, and/or sold, and included either as stand-alone text files, |
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human-readable headers or in the appropriate machine-readable metadata fields |
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within text or binary files as long as those fields can be easily viewed by the |
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user, as applicable. |
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2. The name of NVIDIA shall not be used to promote, endorse or advertise any |
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Modified Version without specific prior written permission, except a) to comply |
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with the notice requirements otherwise contained herein; or b) to acknowledge |
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the contribution(s) of NVIDIA. |
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THE MDL MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, |
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TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE FOR |
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ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, |
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INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF |
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CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE |
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THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS. |
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*/ |
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mdl 1.6; |
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import ::anno::*; |
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import ::base::texture_return; |
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import ::nvidia::core_definitions::blend; |
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import ::nvidia::core_definitions::flex_material; |
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import ::nvidia::core_definitions::flow_noise_texture; |
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import ::nvidia::core_definitions::dimension; |
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import ::state::normal; |
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const string COPYRIGHT = |
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" Copyright 2024 NVIDIA Corporation. All rights reserved.\n" |
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" MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE AGREEMENT,\n" |
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" WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE. IN PARTICULAR,\n" |
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" THE MDL MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n" |
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" EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\n" |
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" MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF\n" |
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" COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA\n" |
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" CORPORATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY\n" |
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" GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN\n" |
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" AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR\n" |
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" INABILITY TO USE THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.\n"; |
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export material Ametrine( |
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uniform color gem_transmission_color= color ( 0.8431373f , 0.6509804f , 0.8666667f) |
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[[ |
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::anno::display_name("Gem Transmission Color"), |
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::anno::description("Gem color."), |
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::anno::in_group("Appearance") |
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]], |
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uniform color vein_transmission_color = color ( 1.f , 0.9137255f , 0.5843138f) |
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[[ |
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::anno::display_name("Vein Transmission Color"), |
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::anno::description("Vein Color."), |
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::anno::in_group("Appearance") |
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]], |
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uniform color volume_color = color ( 0.9647059f , 0.6431373f , 0.7882353f) |
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[[ |
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::anno::display_name("Volume Color"), |
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::anno::description("Color effect for volume of the object reached at transmission distance."), |
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::anno::in_group("Appearance") |
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]], |
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uniform float clarity = 1.f |
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[[ |
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::anno::display_name("Clarity"), |
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::anno::description("Use to adapt to size of object."), |
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::anno::soft_range(0.1,10.0), |
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::anno::in_group("Appearance") |
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]], |
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uniform float3 texture_translate = float3 ( 0.f) |
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[[ |
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::anno::display_name("Translate"), |
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::anno::description("Controls the position of the texture."), |
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::anno::in_group("Transform") |
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]], |
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uniform float3 texture_rotate = float3 ( 0.f) |
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[[ |
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::anno::display_name("Rotate"), |
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::anno::description("Rotates angle of the texture in degrees."), |
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::anno::in_group("Transform") |
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]], |
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uniform float texture_scale = 1.f |
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[[ |
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::anno::display_name("Scale"), |
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::anno::description("Larger numbers increase the texture size."), |
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::anno::in_group("Transform"), |
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::nvidia::core_definitions::dimension(0.04f) |
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]]) |
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[[ |
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::anno::display_name("Ametrine"), |
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::anno::description("Ametrine gem material (Default values based on 2cm stone size.)"), |
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::anno::author("NVIDIA vMaterials"), |
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::anno::contributor("Rüdiger Raab"), |
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::anno::contributor("Maik Rohland"), |
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::anno::copyright_notice(COPYRIGHT), |
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::anno::thumbnail("./.thumbs/Ametrine.Ametrine.png"), |
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::anno::key_words(string[]("gem", "jewelry", "gemstone", "transmissive", "new", "design", "Ametrine")) |
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]]= |
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::nvidia::core_definitions::blend( |
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base: ::nvidia::core_definitions::flex_material( |
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base_color: color ( 0.5f , 0.5f , 0.5f), |
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diffuse_roughness: 0.f, |
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is_metal: false, |
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reflectivity: 1.f, |
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reflection_roughness: 0.f, |
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anisotropy: 0.f, |
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anisotropy_rotation: 0.f, |
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transparency: 1.f, |
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transmission_color: gem_transmission_color, |
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volume_color: volume_color, |
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transmission_roughness: 0.f, |
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base_thickness: clarity * 0.3f, |
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ior: 1.6f, |
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thin_walled: false, |
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normal: ::state::normal ()), |
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blend: ::nvidia::core_definitions::flex_material( |
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base_color: color ( 1.f , 1.f , 1.f), |
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diffuse_roughness: 0.f, |
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is_metal: false, |
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reflectivity: 1.f, |
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reflection_roughness: 0.f, |
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anisotropy: 0.f, |
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anisotropy_rotation: 0.f, |
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transparency: 1.f, |
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transmission_color: vein_transmission_color, |
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volume_color: volume_color, |
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transmission_roughness: 0.f, |
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base_thickness: clarity * 0.2f, |
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ior: 1.6f, |
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thin_walled: false, |
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normal: ::state::normal ()), |
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weight: ::nvidia::core_definitions::flow_noise_texture( |
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color1: color ( 1.f , 1.f , 1.f), |
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color2: color ( 0.f , 0.f , 0.f), |
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object_space: true, |
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texture_space: 0, |
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noise_levels: 3, |
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absolute_noise: false, |
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phase: 0.f, |
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level_gain: 3.f, |
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level_scale: 1.f, |
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level_progressive_u_scale: 0.3f, |
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level_progressive_v_motion: 0.f, |
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scaling: float3 ( (2.f / (texture_scale)) * 20.f , 0.f , 0.f), |
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translation: texture_translate , |
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rotation: float3 ( texture_rotate.x + 0.f , texture_rotate.y + 0.f , texture_rotate.z + 45.f)).mono); |
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