Datasets:

ArXiv:
License:
Fisher-Wang's picture
[release] materials
ae81f33
raw
history blame
19.1 kB
/******************************************************************************
* 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 1.5;
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";
float3 srgb2rgb(float3 val)
{
return ::math::pow(::math::max(val, float3(0.0f)), 2.2);
}
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;
}
::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));
}
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);
}
float histogram_range(float input, float range, float position)
{
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);
}
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
));
}
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 = 1.0,
float3 average_color = float3(0.5, 0.5, 1.0),
float patch_size = 8.0
)
{
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;
if (flip_tangent_u)
transformed_tangent_u=-transformed_tangent_u;
if (flip_tangent_v)
transformed_tangent_v=-transformed_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(uvw.tangent_u * tangent_space_normal.x +
uvw.tangent_v * tangent_space_normal.y +
::state::normal()*1.0);
}
export material Styrofoam(
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 brightness = 0.7f [[
::anno::description("Adjusts the lightness of the material"),
::anno::display_name("Brightness"),
::anno::in_group("Appearance")
]],
float roughness = 0.7f [[
::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
::anno::display_name("Roughness"),
::anno::in_group("Appearance")
]],
float translucency_amount = .75f [[
::anno::description("Sets the amount of translucency for the material."),
::anno::display_name("Transluceny Amount"),
::anno::in_group("Appearance")
]],
uniform bool subsurface_scattering = true [[
::anno::display_name("Subsurface Scattering"),
::anno::description("Enables / Disables subsurface scattering"),
::anno::in_group("Appearance")
]],
uniform float2 texture_translate = float2(0.f) [[
::anno::display_name("Translate"),
::anno::description("Offsets the position of the material"),
::anno::in_group("Transform")
]],
uniform float texture_rotate = 0.f [[
::anno::description("Rotates the material"),
::anno::display_name("Rotate"),
::anno::in_group("Transform")
]],
uniform float2 texture_scale = float2(1.0f) [[
::anno::description("Scales the material"),
::anno::display_name("Scale"),
::nvidia::core_definitions::dimension(float2(.12f, .12f)),
::anno::in_group("Transform")
]],
uniform bool enable_round_corners = true [[
::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("Round Corners"),
::anno::in_group("Round Corners")
]],
uniform float radius = 1.5f [[
::anno::description("Radius of the rounded corners in millimeters (mm)"),
::anno::display_name("Radius mm"),
::anno::in_group("Round Corners")
]],
uniform bool across_materials = true [[
::anno::description("Applies the round corner effect across different materials when enabled."),
::anno::display_name("Across Materials"),
::anno::in_group("Round Corners")
]],
uniform int uv_space_index = 0 [[
::anno::description("Uses selected UV space for material"),
::anno::display_name("UV Space Index"),
::anno::in_group("Advanced")
]]
)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Styrofoam"),
::anno::description("Foamed polystyrene material with subsurface scattering"),
::anno::copyright_notice(COPYRIGHT),
::anno::thumbnail("./.thumbs/Styrofoam.Styrofoam.png"),
::anno::key_words(string[]("plastic", "styrofoam", "polystyrene", "SSS", "volumetric", "synthetic", "construction", "new", "translucent", "artificial", "packaging", "rough", "bumped", "white", "neutral", "light"))
]]
=
let {
bool tmp0 = false;
material_surface tmp1(
::df::custom_curve_layer(0.0399999991f, 1.f, 5.f, 1.f, ::df::microfacet_ggx_smith_bsdf(histogram_range(float3(infinite_tiling ? endless_texture(texture_2d("./textures/styrofoam_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 1.74300003f, float3(0.624000013f, 0.961000025f, 0.486000001f), 1.74300003f, true) : ::base::file_texture(texture_2d("./textures/styrofoam_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, 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).tint)[0], 1.f, ::math::lerp(0.272000015f, 0.899999976f, roughness)) * histogram_range(float3(infinite_tiling ? endless_texture(texture_2d("./textures/styrofoam_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 1.74300003f, float3(0.624000013f, 0.961000025f, 0.486000001f), 1.74300003f, true) : ::base::file_texture(texture_2d("./textures/styrofoam_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, 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).tint)[0], 1.f, ::math::lerp(0.272000015f, 0.899999976f, roughness)), histogram_range(float3(infinite_tiling ? endless_texture(texture_2d("./textures/styrofoam_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 1.74300003f, float3(0.624000013f, 0.961000025f, 0.486000001f), 1.74300003f, true) : ::base::file_texture(texture_2d("./textures/styrofoam_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, 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).tint)[0], 1.f, ::math::lerp(0.272000015f, 0.899999976f, roughness)) * histogram_range(float3(infinite_tiling ? endless_texture(texture_2d("./textures/styrofoam_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 1.74300003f, float3(0.624000013f, 0.961000025f, 0.486000001f), 1.74300003f, true) : ::base::file_texture(texture_2d("./textures/styrofoam_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, 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).tint)[0], 1.f, ::math::lerp(0.272000015f, 0.899999976f, roughness)), color(1.f, 1.f, 1.f), ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(translucency_amount * 0.5f, ::df::diffuse_transmission_bsdf(color(1.f, 1.f, 1.f)), ::df::weighted_layer(1.f, ::df::diffuse_reflection_bsdf(::nvidia::core_definitions::blend_colors(infinite_tiling ? endless_texture(texture_2d("./textures/styrofoam_diff.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 1.74300003f, float3(0.819999993f, 0.842999995f, 0.870999992f), 1.74300003f, true) : ::base::file_texture(texture_2d("./textures/styrofoam_diff.jpg", ::tex::gamma_srgb), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, 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).tint, color(0.f, 0.f, 0.f), ::base::color_layer_multiply, ::math::lerp(0.256999999f, 0.f, brightness), true).tint, 0.484000027f), bsdf(), infinite_tiling ? endless_normal(texture_2d("./textures/styrofoam_norm.jpg", ::tex::gamma_linear), 1.f, false, false, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 1.74300003f, float3(0.497999996f, 0.474999994f, 0.995999992f), 1.74300003f) : ::base::tangent_space_normal_texture(texture_2d("./textures/styrofoam_norm.jpg", ::tex::gamma_linear), 1.f, false, false, 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, 1.f, 0.f)), ::state::normal()), infinite_tiling ? endless_normal(texture_2d("./textures/styrofoam_norm.jpg", ::tex::gamma_linear), 1.f, false, false, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 1.74300003f, float3(0.497999996f, 0.474999994f, 0.995999992f), 1.74300003f) : ::base::tangent_space_normal_texture(texture_2d("./textures/styrofoam_norm.jpg", ::tex::gamma_linear), 1.f, false, false, 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, 1.f, 0.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 = subsurface_scattering ? material_volume(scattering: vdf(), absorption_coefficient: color(0.223414004f, 0.223414004f, 0.223414004f), scattering_coefficient: color(12.8298368f, 9.16941357f, 7.8158741f)) : material_volume(scattering: vdf(), absorption_coefficient: color(0.223414004f, 0.223414004f, 0.223414004f), 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 * 0.00100000005f, across_materials, 1.f) : ::state::normal());
} in
material(
thin_walled: tmp0,
surface: tmp1,
backface: tmp2,
ior: tmp3,
volume: tmp4,
geometry: tmp5);
export material Styrofoam_no_SSS(*)
[[
::anno::author("NVIDIA vMaterials"),
::anno::display_name("Styrofoam wo. SSS"),
::anno::description("Foamed polystyrene material with subsurface scattering"),
::anno::copyright_notice(COPYRIGHT),
::anno::thumbnail("./.thumbs/Styrofoam.Styrofoam_no_SSS.png"),
::anno::key_words(string[]("plastic", "styrofoam", "polystyrene", "SSS", "volumetric", "synthetic", "construction", "new", "translucent", "artificial", "packaging", "rough", "bumped", "white", "neutral", "light"))
]] = Styrofoam(
infinite_tiling: true,
brightness: 0.7f,
roughness: 0.7f,
translucency_amount: 0.75f ,
subsurface_scattering: false,
texture_translate: float2(0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f),
enable_round_corners: false,
radius: 1.5f,
across_materials: false,
uv_space_index: 0
);