| /****************************************************************************** | |
| * 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 ::df::*; | |
| import ::tex::*; | |
| import ::math::*; | |
| import ::base::*; | |
| import ::state::*; | |
| import ::anno::*; | |
| import ::nvidia::core_definitions::*; | |
| 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"; | |
| const string DESCRIPTION = "Metal with a diamond knurling finish"; | |
| float histogram_range(float input, float range = 1.0f, float position = 0.5f) | |
| { | |
| 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); | |
| } | |
| ::base::texture_coordinate_info transform_coordinate_2( | |
| float4x4 transform | |
| [[ ::anno::description("A transformation to be applied to the source coordinates. rotation_translation_scale() is a suggested means to compute the transformation matrix.") ]], | |
| ::base::texture_coordinate_info coordinate = ::base::texture_coordinate_info() | |
| [[ ::anno::description("Coordinate, typically sourced from coordinate_source or coordinate_projection.") ]] | |
| ) [[ | |
| ::anno::description("Transform a texture coordinate by a matrix.") , | |
| ::anno::noinline() | |
| ]] | |
| { | |
| // Version 2 | |
| float4 r_position = transform * float4(coordinate.position.x,coordinate.position.y,coordinate.position.z,1); | |
| //Try aproximating it for the case that the rotation is only aroud z and assuming the texture layout is nice and z is ~constant. | |
| //just pretend there is no other rotation happening | |
| //get rid of scaling and translation. Then extract fields where sin and cos would be in a simple 2d transform around z. | |
| float4 u = transform[0]; | |
| float3 ru = ::math::normalize(float3(u.x,u.y,u.z)); | |
| float cos = ru.x; | |
| float sin = -ru.y; | |
| //TODO: at least also handle sign of z? | |
| //TODO: handle tangent becoming 0 | |
| return ::base::texture_coordinate_info( | |
| float3(r_position.x,r_position.y,r_position.z), | |
| ::math::normalize(cos * coordinate.tangent_u - sin * coordinate.tangent_v), | |
| ::math::normalize(cos * coordinate.tangent_v + sin * coordinate.tangent_u)); | |
| } | |
| ::base::texture_coordinate_info vmat_transform( | |
| float2 translation = float2(0.0, 0.0), | |
| float rotation = 0.0, // rotation in degrees | |
| 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 transform_coordinate_2(scale*rotate, ::base::coordinate_source(system, uv_space)); | |
| } | |
| export material Chromium_Knurling( | |
| //Appearance | |
| float brightness = float(0.7f) [[ | |
| ::anno::description("Adjusts the brightness of the material."), | |
| ::anno::display_name("Brightness"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.0f, 1.0f) | |
| ]], | |
| float roughness = float(0.5f) [[ | |
| ::anno::description("Higher values lead to a rougher appearance of the material."), | |
| ::anno::display_name("Roughness"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.0f, 1.0f) | |
| ]], | |
| float grooves_dirt = float(0.4f) [[ | |
| ::anno::description("Adds dirt in the grooves of the knurling pattern."), | |
| ::anno::display_name("Grooves Dirt"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.0f, 1.0f) | |
| ]], | |
| uniform float bump_strength = float(0.8f) [[ | |
| ::anno::description("Adds dirt in the grooves of the knurling pattern."), | |
| ::anno::display_name("Bump Strength"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::soft_range(0.0f, 1.0f) | |
| ]], | |
| // Round Corners | |
| uniform bool enable_round_corners = false [[ | |
| ::anno::display_name("Enable Round Corners"), | |
| ::anno::in_group("Round Corners") | |
| ]], | |
| uniform float roundcorner_radius = 0.01f [[ | |
| ::anno::display_name("Round Corner Radius"), | |
| ::anno::description("Sets the radius of the round corners in millimeters."), | |
| ::anno::soft_range(0.0f, 0.1f), | |
| ::anno::in_group("Round Corners") | |
| ]], | |
| uniform bool across_materials = false [[ | |
| ::anno::display_name("Across Materials"), | |
| ::anno::description("Applies the rounded corner effect also between other materials."), | |
| ::anno::in_group("Round Corners") | |
| ]], | |
| //Transform | |
| float2 texture_translate = float2(0.f) [[ | |
| ::anno::description("Controls the position of the texture."), | |
| ::anno::display_name("Texture Translate"), | |
| ::anno::in_group("Transform") | |
| ]], | |
| float texture_rotate = 0.f [[ | |
| ::anno::description("Rotates angle of the texture in degrees."), | |
| ::anno::display_name("Texture Rotate"), | |
| ::anno::in_group("Transform"), | |
| ::anno::soft_range(0.f, 360.f) | |
| ]], | |
| float2 texture_scale = float2(1.f) [[ | |
| ::anno::description("Larger numbers increase the size."), | |
| ::anno::display_name("Texture Scale"), | |
| ::nvidia::core_definitions::dimension(float2(0.35f, .35f)), | |
| ::anno::in_group("Transform"), | |
| ::anno::soft_range(float2(0.f), float2(2.f)) | |
| ]], | |
| // Advanced | |
| uniform int uv_space_index = 0 [[ | |
| ::anno::description("Uses the selected UV space index."), | |
| ::anno::display_name("UV Space Index"), | |
| ::anno::in_group("Advanced"), | |
| ::anno::soft_range(0, 4) | |
| ]] | |
| ) | |
| [[ | |
| ::anno::display_name("Metal Knurling Chromium"), | |
| ::anno::description(DESCRIPTION), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Chromium_Knurling.Chromium_Knurling.png"), | |
| ::anno::key_words(string[]("metal", "chromium", "knurled", "knurling", "pattern", "design", "bumped")), | |
| ::anno::contributor("Ruediger Raab"), | |
| ::anno::author("NVIDIA vMaterials") | |
| ]] | |
| = let | |
| { | |
| color metal_tint = color(0.549302f, 0.5560554f, 0.5542377f); | |
| // Texture setup | |
| texture_2d normal_tex = texture_2d("./textures/metal_knurling_norm.jpg", ::tex::gamma_linear); | |
| texture_2d multi_heights_tex = texture_2d("./textures/metal_knurling_multi_heights.jpg", ::tex::gamma_linear); | |
| texture_2d diff_rough_grunge_tex = texture_2d("./textures/metal_knurling_multi_R_diff_G_rough_B_grunge.jpg", ::tex::gamma_linear); | |
| // Coordinate setup | |
| ::base::texture_coordinate_info uvw = vmat_transform( | |
| translation: texture_translate, | |
| rotation: texture_rotate, | |
| scaling: texture_scale, | |
| system: ::base::texture_coordinate_uvw, | |
| uv_space: uv_space_index | |
| ); | |
| // ---------- Diff Rough Grunge Lookup ---------- | |
| float3 diff_rough_grunge_lookup = float3( | |
| ::base::file_texture( | |
| texture: diff_rough_grunge_tex, | |
| uvw: uvw, | |
| mono_source: ::base::mono_average | |
| ).tint ); | |
| float3 multi_height_lookup = float3( | |
| ::base::file_texture( | |
| texture: multi_heights_tex, | |
| uvw: uvw, | |
| mono_source: ::base::mono_average | |
| ).tint ); | |
| float3 norm = ::base::tangent_space_normal_texture( | |
| texture: normal_tex, | |
| factor: bump_strength, | |
| uvw: uvw | |
| ); | |
| float remap_rough = histogram_range( | |
| input: diff_rough_grunge_lookup.y, | |
| range: 1.0f, | |
| position: 0.234f | |
| ); | |
| float roughness_mapped = remap_rough + (roughness * multi_height_lookup.y); | |
| float remapped_diff = histogram_range( | |
| input: diff_rough_grunge_lookup.x, | |
| range: 1.0f, | |
| position: (brightness * 0.4f) + 0.4f | |
| ); | |
| float diff_contribution = ::math::pow(remapped_diff - ((grooves_dirt * 0.5) * multi_height_lookup.x * diff_rough_grunge_lookup.z), 2.67f); | |
| bsdf ggx_smith_bumped = ::df::weighted_layer( | |
| layer: ::df::microfacet_ggx_smith_bsdf( | |
| roughness_u: roughness_mapped * roughness_mapped, | |
| roughness_v: roughness_mapped * roughness_mapped, | |
| tint: color(diff_contribution), | |
| mode: ::df::scatter_reflect | |
| ), | |
| base: bsdf(), | |
| weight: 1.0f, | |
| normal: norm | |
| ); | |
| bsdf diff_bsdf = ::df::diffuse_reflection_bsdf( | |
| tint: color(diff_contribution) | |
| ); | |
| bsdf final_bsdf = ::df::weighted_layer( | |
| weight: 1.0f - (diff_rough_grunge_lookup.z * multi_height_lookup.x * grooves_dirt), | |
| layer: ::df::directional_factor( | |
| normal_tint: metal_tint, | |
| grazing_tint: color(1.0f), | |
| base: ggx_smith_bumped | |
| ), | |
| base: diff_bsdf | |
| ); | |
| // Round Corners | |
| float3 round_normal = enable_round_corners ? | |
| ::state::rounded_corner_normal( | |
| radius: roundcorner_radius * 0.001, | |
| across_materials: across_materials | |
| ) : ::state::normal(); | |
| } | |
| in material ( | |
| surface: material_surface( | |
| scattering: final_bsdf | |
| ), | |
| geometry: material_geometry( | |
| normal: round_normal | |
| ) | |
| ); | |
| export material Chromium_Knurling_Worn(*) | |
| [[ | |
| ::anno::display_name("Metal Knurling - Chromium Worn"), | |
| ::anno::description(DESCRIPTION), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Chromium_Knurling.Chromium_Knurling_Worn.png"), | |
| ::anno::key_words(string[]("metal", "chromium", "knurled", "pattern", "knurling", "design", "bumped", "worn")), | |
| ::anno::contributor("Ruediger Raab"), | |
| ::anno::author("NVIDIA vMaterials") | |
| ]] = Chromium_Knurling( | |
| brightness: 0.4f, | |
| roughness: 1.0f, | |
| grooves_dirt: 1.0f, | |
| bump_strength: 0.8f, | |
| enable_round_corners: false, | |
| roundcorner_radius: 1.2f, | |
| across_materials: false, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.f, | |
| texture_scale: float2(1.0f), | |
| uv_space_index: 0 | |
| ); | |