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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 ::df::*; |
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import ::base::*; |
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import ::math::*; |
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import ::nvidia::core_definitions::apply_colorfalloff; |
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import ::nvidia::core_definitions::thick_glass; |
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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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/* |
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bsdf apply_colorfalloff_v2( |
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material base = scratched_metal_v2(metal_color: color(1.)), |
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uniform color color_0 = color(1.,0.,0.), |
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uniform color color_1 = color(0.,1.,0.), |
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uniform color color_2 = color(0.,0.,1.), |
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uniform color color_3 = color(1.,0.,0.), |
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uniform color color_4 = color(0.,1.,0.) |
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) |
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= material( |
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surface: material_surface( |
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scattering: df::measured_curve_factor( |
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curve_values: color[](color_0,color_1,color_2,color_3,color_4), |
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base: base.surface.scattering |
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), |
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emission: base.surface.emission |
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), |
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volume: base.volume, |
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ior: base.ior, |
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thin_walled: base.thin_walled, |
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geometry: base.geometry |
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); |
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material gem_definition( |
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color transmission_color = color(1.0), |
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uniform color glass_color = color(.95), |
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float roughness = 0.0, |
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uniform float volume_ior = 1.4f, |
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uniform bool dispersion = true, |
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uniform float abbe_number = 1.4f, |
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uniform float base_thickness = .1, |
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float3 normal = ::state::normal() |
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) |
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[[ |
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::anno::hidden() |
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]] |
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= let{ |
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bsdf glossy_bsdf = ::df::simple_glossy_bsdf( |
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mode: ::df::scatter_reflect, |
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tint: color(1.), |
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roughness_u: roughness |
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); |
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bsdf glossy_bsdf_transmission = ::df::simple_glossy_bsdf( |
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mode: ::df::scatter_transmit, |
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tint: transmission_color, |
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roughness_u: roughness |
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); |
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bsdf surface_bsdf = ::df::weighted_layer( |
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normal: normal, |
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weight: 1., |
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layer: ::df::color_fresnel_layer( |
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layer: glossy_bsdf, |
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base: glossy_bsdf_transmission, |
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ior: dispersion?::base::abbe_number_ior(volume_ior, abbe_number):color(volume_ior) |
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) |
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); |
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} in material( |
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thin_walled: false, |
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surface: material_surface(scattering: surface_bsdf ), |
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volume: material_volume( |
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absorption_coefficient: (base_thickness <= 0)? color(0): ::math::log(glass_color) / -base_thickness |
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), |
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ior: dispersion?::base::abbe_number_ior(volume_ior, abbe_number):color(volume_ior) |
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); |
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*/ |
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export material Diamond( |
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color transmission_color = color ( 1.f , 1.f , 1.f) |
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[[ |
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::anno::display_name("Transmission Color"), |
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::anno::description("Color effect for transmission independent of thickness of the object."), |
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::anno::in_group("Appearance") |
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]], |
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uniform color volume_color = color ( 1.f , 1.f , 1.f) |
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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 gem, smaller numbers darken the gem."), |
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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 bool dispersion = true |
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[[ |
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::anno::display_name("Dispersion"), |
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::anno::description("Enable or disable the dispersion."), |
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::anno::in_group("Advanced") |
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]]) |
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[[ |
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::anno::display_name("Diamond"), |
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::anno::description("Diamond 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/Diamond.Diamond.png"), |
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::anno::key_words(string[]("gem", "jewelry", "gemstone", "transmissive", "new", "design", "transparent", "diamond", "purple")) |
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]] = |
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let{ |
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// Gem definition |
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// uniform color glass_color = color(.95), |
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float roughness = 0.0; |
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float volume_ior = 2.42f; |
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float abbe_number = 55.f; |
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float base_thickness = clarity * 0.1f; |
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// float3 normal = ::state::normal() |
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bsdf glossy_bsdf = ::df::simple_glossy_bsdf( |
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mode: ::df::scatter_reflect, |
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tint: color(1.), |
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roughness_u: roughness |
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); |
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bsdf glossy_bsdf_transmission = ::df::simple_glossy_bsdf( |
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mode: ::df::scatter_transmit, |
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tint: transmission_color, |
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roughness_u: roughness |
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); |
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bsdf surface_bsdf = ::df::weighted_layer( |
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//normal: normal, // is state::normal anyways, can be omitted |
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weight: 1., |
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layer: ::df::color_fresnel_layer( |
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layer: glossy_bsdf, |
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base: glossy_bsdf_transmission, |
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ior: dispersion?::base::abbe_number_ior(volume_ior, abbe_number):color(volume_ior) |
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) |
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); |
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bsdf falloff_bsdf = df::measured_curve_factor( |
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curve_values: color[](color( 0.9529412f , 0.972549f , 1.f), |
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color( 1.f , 0.9529412f , 0.9960784f), |
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color( 0.9529412f , 0.9764706f , 1.f), |
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color( 0.9529412f , 1.f , 0.9960784f), |
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color( 1.f , 0.9529412f , 0.9843137f) |
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), |
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base: surface_bsdf |
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); |
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// the apply color falloff function does nothing but add a color gradient while keeping the material'sample |
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// other properties |
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/* |
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::nvidia::core_definitions::apply_colorfalloff( |
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base: gem_definition( |
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transmission_color: transmission_color, // CHECK |
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glass_color: volume_color, // CHECK was modified in the material+_colume expresion |
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roughness: 0.f, // CHECK |
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volume_ior: 2.42F, // CHECK |
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dispersion: dispersion, // CHECK |
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abbe_number: 55.f, // CHECK |
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base_thickness: clarity * 0.1f, // CHECK |
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normal: ::state::normal ()), // CHECK |
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color_0: color( 0.9529412f , 0.972549f , 1.f), // CHECK |
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color_1: color( 1.f , 0.9529412f , 0.9960784f),// CHECK |
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color_2: color( 0.9529412f , 0.9764706f , 1.f),// CHECK |
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color_3: color( 0.9529412f , 1.f , 0.9960784f),// CHECK |
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color_4: color( 1.f , 0.9529412f , 0.9843137f));// CHECK |
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*/ |
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} in material( |
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thin_walled: false, |
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surface: material_surface(scattering: falloff_bsdf ), |
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volume: material_volume( |
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absorption_coefficient: (base_thickness <= 0)? color(0): ::math::log(volume_color) / -base_thickness |
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), |
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ior: dispersion?::base::abbe_number_ior(volume_ior, abbe_number):color(volume_ior) |
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); |
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