File size: 30,015 Bytes
ae81f33 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 |
/*****************************************************************************
* Copyright 2024 NVIDIA Corporation. All rights reserved.
******************************************************************************
MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE AGREEMENT,
WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE. IN PARTICULAR,
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.
*/
// This file contains samples of very fast rendering SSS plastics for iray
//
mdl 1.4;
import ::df::*;
import ::math::*;
import ::anno::*;
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";
// Template for absorption and scattering, do not use directly
material volume_absorption(
color absorption = color(0.8665f, 0.7769f, 0.1559f),
color scattering = color(.5f),
float distance_scale = .03f,
float directional_bias = 0.0f,
uniform float ior = 1.2f
)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Volume Absorption"),
::anno::description("Pure volume absorption material"),
::anno::author("NVIDIA"),
::anno::copyright_notice(COPYRIGHT),
::anno::hidden()
]] = material (
ior: color(ior),
surface: material_surface (
scattering: ::df::specular_bsdf (
tint: color (1.0f, 1.0f, 1.0f),
mode: ::df::scatter_reflect_transmit
)
),
volume: material_volume (
scattering: ::df::anisotropic_vdf(
directional_bias: directional_bias
),
absorption_coefficient: (distance_scale <= 0)? color(0): ::math::log(absorption) / -distance_scale,
scattering_coefficient: (distance_scale <= 0)? color(0): ::math::log(scattering) / -distance_scale
)
);
// plastic_full_weighted_mix
// Plastic material using diffuse reflection, diffuse transmission
// and SSS. Due to the diffuse transmission the volume absorption will
// render faster and converge smoother than when using specular transmission.
export material Plastic_Thick_Translucent(
color diffuse_color = color(0.6940f, 0.5831f, 0.0493f)
[[
::anno::display_name("Diffuse Color"),
::anno::description("The diffuse color of the plastic material"),
::anno::in_group("Appearance")
]],
float diffuse_weight = 0.3f
[[
::anno::display_name("Diffuse Weight"),
::anno::description("The weight of the diffuse color of the plastic material. It is recommended to keep "
"the value around 0.5, lower values make the material appear more transparent while higher values make "
"it more opaque."),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f)
]],
color absorption = color(0.8665f, 0.7769f, 0.1559f)
[[
::anno::display_name("Absorption Color"),
::anno::description("Sets the absorption color (this is color when light goes extinct)of the plastic material"),
::anno::in_group("Appearance")
]],
color scattering = color(.5f)
[[
::anno::display_name("Scattering Color"),
::anno::description("Sets the absorption color (this is color when light goes extinct)of the plastic material"),
::anno::in_group("Appearance")
]],
float distance_scale = 1.5f
[[
::anno::display_name("Distance Scale"),
::anno::description("Scales how quickly light is absorbed. Set this value low enough to see "
"some light extinction taking place. Tip: Set 'diffuse_weight' to 0.0 while adjusting this "
"material parameter for your scene"),
::anno::in_group("Appearance")
]],
color diffuse_transmission_tint = color(1.0000f, 0.7249f, 0.1972f)
[[
::anno::display_name("Diffuse Transmission Color"),
::anno::description("The tinting of light scattering through the plastic material"),
::anno::in_group("Appearance")
]],
float reflection_roughness = 0.0f
[[
::anno::display_name("Roughness"),
::anno::description("The roughness of the reflection on the plastic"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f)
]]
)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Full Control"),
::anno::description("Plastic Material finegrained controls of its appearance"),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.Plastic_Thick_Translucent.png"),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny")),
::anno::copyright_notice(COPYRIGHT),
::anno::hidden()
]] = let {
float reflection_weight = 1.0f;
float normal_reflectivity = 0.04f;
float grazing_reflectivity = 1.0f;
float reflectivity_exponent = 5.0f;
uniform float ior = 1.4f;
material plastic = volume_absorption(
absorption: absorption,
scattering: scattering,
distance_scale: distance_scale,
ior: ior
);
bsdf transdiff = ::df::diffuse_transmission_bsdf(
tint: diffuse_transmission_tint
);
bsdf diffuse = ::df::diffuse_reflection_bsdf(
tint: diffuse_color
);
bsdf diffuse_mix_layer = ::df::weighted_layer(
base: transdiff,
layer: diffuse,
weight: diffuse_weight
);
bsdf glossy_reflection = ::df::simple_glossy_bsdf(
tint: color(1.0f),
roughness_u: reflection_roughness,
mode: ::df::scatter_reflect
);
bsdf final_layer = ::df::custom_curve_layer(
normal_reflectivity: normal_reflectivity,
grazing_reflectivity: grazing_reflectivity,
layer: glossy_reflection,
base: diffuse_mix_layer,
weight: reflection_weight,
exponent: reflectivity_exponent
);
} in material (
surface: material_surface(
scattering: final_layer
),
volume: plastic.volume
);
export material plastic_simple_controls(
color diffuse_color = color(0.6940f, 0.5831f, 0.0493f)
[[
::anno::display_name("Diffuse Color"),
::anno::description("The diffuse color of the plastic material"),
::anno::in_group("Appearance")
]],
float diffuse_weight = 0.5f
[[
::anno::display_name("Diffuse Weight"),
::anno::description("The weight of the diffuse color of the plastic material. It is recommended to keep "
"the value around 0.5, lower values make the material appear more transparent while higher values make "
"it more opaque."),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f)
]],
color transmissive_color = color(0.8665f, 0.7769f, 0.1559f)
[[
::anno::display_name("Transmissive Color"),
::anno::description("The tinting of light scattering through the plastic material"),
::anno::in_group("Appearance")
]],
float reflection_roughness = 0.0f
[[
::anno::display_name("Roughness"),
::anno::description("The roughness of the reflection on the plastic"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f)
]],
float distance_scale = 0.005f
[[
::anno::display_name("Distance Scale"),
::anno::description("Scales how quickly light is absorbed. Set this value low enough to see "
"some light extinction taking place. Tip: Set 'diffuse_weight' to 0.0 while adjusting this "
"material parameter for your scene"),
::anno::in_group("Appearance")
]]
)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Weight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_simple_controls.png"),
::anno::copyright_notice(COPYRIGHT),
::anno::hidden()
]] = Plastic_Thick_Translucent(
absorption: ::math::pow(transmissive_color, 0.2f),
scattering: color(0.5f),
distance_scale: distance_scale,
diffuse_transmission_tint: ::math::pow(transmissive_color, 0.2f),
diffuse_color: diffuse_color,
diffuse_weight: diffuse_weight,
reflection_roughness: reflection_roughness
);
// 01 - Black
export material plastic_black(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Black"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "dark", "black", "neutral")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_black.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.034230f),
diffuse_weight: .5f,
transmissive_color: color(0.034230f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 02 - Dark Gray
export material plastic_dark_gray(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Dark Gray"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "dark", "gray", "neutral")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_dark_gray.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.127530f),
diffuse_weight: .5f,
transmissive_color: color(0.089194f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 03 - Light Gray
export material plastic_light_gray(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Light Gray"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "light", "gray", "neutral")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_light_gray.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.464741f),
diffuse_weight: .5f,
transmissive_color: color(0.358654f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 04 - White
export material plastic_white(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic White"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "light", "white", "neutral")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_white.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.915750f),
diffuse_weight: .5f,
transmissive_color: color(0.812241f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 05 - Ivory White
export material plastic_ivory_white(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Ivory White"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "white", "bright", "ivory", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_ivory_white.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.899385f, 0.843370f, 0.694081f),
diffuse_weight: .5f,
transmissive_color: color(0.722672f, 0.708298f, 0.547994f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 06 - Lemon
export material plastic_lemon(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Lemon"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "lemon", "yellow", "light", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_lemon.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.859174f, 0.875138f, 0.039947f),
diffuse_weight: .5f,
transmissive_color: color(0.98211f, 0.843370f, 0.031551f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 07 - Yellow Orange
export material plastic_yellow_orange(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Yellow"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "light", "orange", "yellow", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_yellow_orange.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.875138f, 0.612066f, 0.039947f),
diffuse_weight: .5f,
transmissive_color: color(0.899385f, 0.373615f, 0.030257f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 08 - Orange
export material plastic_orange(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Orange"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "orange", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_orange.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.875138f, 0.353741f, 0.030257f),
diffuse_weight: .5f,
transmissive_color: color(0.891262f, 0.420508f, 0.022013f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 09 - Dark Orange
export material plastic_dark_orange(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Dark Orange"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "dark", "orange", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_dark_orange.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.535642f, 0.127530f, 0.022013f),
diffuse_weight: .5f,
transmissive_color: color(0.827726f, 0.267358f, 0.022013f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 10 - Red
export material plastic_red(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Red"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "red", "cherry", "warm")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_red.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.547994f, 0.027755f, 0.027755f),
diffuse_weight: .5f,
transmissive_color: color(0.875138f, 0.022013f, 0.022013f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 11 - Magenta
export material plastic_magenta(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Magenta"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "magenta")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_magenta.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.547994f, 0.047776f, 0.554227f),
diffuse_weight: .5f,
transmissive_color: color(0.722672f, 0.030257f, 0.566810f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 12 - Purple
export material plastic_purple(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Purple"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "purple")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_purple.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.193972f, 0.017936f, 0.464741f),
diffuse_weight: .5f,
transmissive_color: color(0.701170f, 0.018913f, 0.645555f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 13 - Dark Blue
export material plastic_dark_blue(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Dark Blue"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "dark", "blue", "cool")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_dark_blue.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.027755f, 0.058187f, 0.311180f),
diffuse_weight: .5f,
transmissive_color: color(0.027755f, 0.058187f, 0.311180f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 14 - Blue
export material plastic_blue(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Blue"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "blue", "cool")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_blue.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.034230f, 0.173439f, 0.843370f),
diffuse_weight: .5f,
transmissive_color: color(0.034230f, 0.124741f, 0.659224f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 15 - Sky Blue
export material plastic_sky_blue(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Sky Blue"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "blue", "sky", "cool")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_sky_blue.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.061907f, 0.535642f, 0.875138f),
diffuse_weight: .5f,
transmissive_color: color(0.028991f, 0.358654f, 0.673049f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 16 - Light Blue
export material plastic_light_blue(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Light Blue"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "light", "blue", "cool")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_light_blue.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.263175f, 0.774227f, 0.827726f),
diffuse_weight: .5f,
transmissive_color: color(0.163641f, 0.592438f, 0.759300f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 17 - Teal
export material plastic_teal(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Teal"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "teal", "cool")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_teal.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.037029f, 0.579547f, 0.329729f),
diffuse_weight: .5f,
transmissive_color: color(0.022013f, 0.476177f, 0.353741f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 18 - Dark Green
export material plastic_dark_green(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Dark Green"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "dark", "green")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_dark_green.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.034230f, 0.141980f, 0.034230f),
diffuse_weight: .5f,
transmissive_color: color(0.016988f, 0.141980f, 0.016988f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 19 - Green
export material plastic_green(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Green"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "green")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_green.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.016988f, 0.311180f, 0.016988f),
diffuse_weight: .5f,
transmissive_color: color(0.012664f, 0.358654f, 0.012664f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 20 - Light Green
export material plastic_light_green(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Light Green"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "light", "green")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_light_green.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.030257f, 0.687031f, 0.027755f),
diffuse_weight: .5f,
transmissive_color: color(0.030257f, 0.701170f, 0.027755f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
);
// 21 - Lime Green
export material plastic_lime_green(*)
[[
::anno::author("NVIDIA ARC"),
::anno::display_name("Plastic Lime Green"),
::anno::description("Plastic material with a simple but fast light scattering for dense scattering plastic materials. "
"The material was built to scatter light within the range of a few centimeters. If light scattering cannot be seen "
"(which can be verified by setting 'Diffuse Wight' to 0.0), check the scene units scale or increase 'Distance Scale'."),
::anno::key_words(string[]("plastic", "artificial", "scattering", "SSS", "diffuse", "translucent", "new", "shiny", "lime", "green", "light")),
::anno::thumbnail("./.thumbs/Plastic_Thick_Translucent.plastic_lime_green.png"),
::anno::copyright_notice(COPYRIGHT)
]] = plastic_simple_controls(
diffuse_color: color(0.186989f, 0.605484f, 0.027755f),
diffuse_weight: .5f,
transmissive_color: color(0.204710f, 0.701170f, 0.022013f),
distance_scale: 0.002f,
reflection_roughness: 0.05f
); |