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