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/*****************************************************************************
*     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
);