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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 1.7;
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";
struct vm_coordinates{
float2 uv; // UV coordinates stored as a simple float2
float rotation; // The rotation is stored in radiands (not degress), to convert use ((rotation* 3.1415926535897932384626433832f) / 180.f)
int uv_space_index; // The UV space Index from which the UV data came from
float4 carry; // may carry additional data, such as random IDs
};
struct vm_3float{
float x;
float y;
float z;
};
struct vm_4float{
float x;
float y;
float z;
float w;
};
struct vm_col_norm{
float3 value;
float3 norm;
};
enum vm_mono_select
[[
::anno::description("Modes for the creation of a gray-scale value from a color."),
::anno::hidden()
]]
{
mono_r = 0,
mono_g = 1,
mono_b = 2,
mono_a = 3,
mono_average = 4
};
vm_coordinates vm_coord
(
float2 translation = float2(0.0f, 0.0) [[
::anno::display_name("Translation"),
::anno::description("Translates the coordinates.")
]],
float rotation = 0.0f [[
::anno::display_name("Rotation"),
::anno::description("Rotates the coordinates in degrees.")
]],
float2 scaling = float2(1.0f, 1.0f) [[
::anno::display_name("Scaling"),
::anno::description("Scales the coordinates.")
]],
uniform int uv_space = 0 [[
::anno::display_name("UV Space"),
::anno::description("Chose the UV space.")
]]
)
[[
::anno::display_name("vm Transform"),
::anno::description("Generates coordinates to be used in vm_lookup functions.")
]]
{
vm_coordinates uv;
::base::texture_coordinate_info info = ::base::coordinate_source( ::base::texture_coordinate_uvw, uv_space);
uv.rotation = (rotation * 3.1415926535897932384626433832f) / 180.f;
uv.uv = float2(info.position.x, info.position.y);
float sine = ::math::sin(uv.rotation);
float cosine = ::math::cos(uv.rotation);
float2x2 rot = float2x2(cosine, -sine, sine, cosine);
uv.uv = rot * uv.uv;
uv.uv /= scaling;
uv.uv += translation;
// Translation before or after rotation?
return uv;
}
vm_coordinates vm_coord_post_scale(
vm_coordinates uv = vm_coord(),
float2 scale = float2(1.0f)
)
{
uv.uv /= scale;
return uv;
}
::base::texture_return vm_tex_lookup(
uniform texture_2d tex,
vm_coordinates uv = vm_coord(),
uniform vm_mono_select mono_source = mono_a,
float4 scale = float4(1.0f))
{
float mono;
float4 lookup = ::tex::lookup_float4(tex, uv.uv, ::tex::wrap_repeat, ::tex::wrap_repeat) * scale;
switch( mono_source ) {
case mono_r: mono = lookup.x;
break;
case mono_g: mono = lookup.y;
break;
case mono_b: mono = lookup.z;
break;
case mono_a: mono = lookup.w;
break;
case mono_average: mono = ::math::average(float3(lookup.x, lookup.y, lookup.z));
break;
}
return ::base::texture_return(color(lookup.x, lookup.y, lookup.z), mono);
}
float3 vm_tex_normal_lookup(
uniform texture_2d tex,
vm_coordinates uv = vm_coord(),
float strength = 1.0f
)
{
float rot = uv.rotation;
// Lookup and convert normal texture to -1 ... 1 range
float3 norm = (::tex::lookup_float3(tex, uv.uv, ::tex::wrap_repeat, ::tex::wrap_repeat) - float3(.5f)) * 2.0f;
norm = ::math::normalize(norm * float3(strength, strength, 1.0));
// if any rotation happened prior to the lookup, compensate for it
norm = float3(::math::cos(rot) * norm.x - ::math::sin(rot) * norm.y,
::math::sin(rot) * norm.x + ::math::cos(rot) * norm.y,
norm.z);
return norm.x * ::state::texture_tangent_u(uv.uv_space_index) +
norm.y * ::state::texture_tangent_v(uv.uv_space_index) +
norm.z * ::state::normal();
}
float remap_xy_to_0_1(float input, float x, float y)
{
return (input - x)/(y - x);
}
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;
}
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 vm_tex_infinite(
uniform texture_2d tex = texture_2d(),
vm_coordinates uv = vm_coord(),
float3 average_color = float3(0.5f, 0.5f, 1.0f),
float patch_size = 1.0,
bool gamma_correct = true,
float gamma = 2.2f
)
{
float2 uv_in = uv.uv;
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.uv / patch_size); //pre-tilted hexa coordinates
int2 I = int2(::math::floor(V))+int2(935); // 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(tex, U-rnd22(I))) - m)
+ (W[1] = F[1]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(0,1)))) - m)
+ (W[2] = F[0]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(1,0)))) - m);
else
O = (W[0] = -F[2]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(1)))) - m)
+ (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(1, 0)))) - m)
+ (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(tex, U-rnd22(I+int2(0, 1)))) - m);
O = m + O/::math::length(W);
O = ::math::clamp( (O), 0.0f, 1.0f);
return gamma_correct? ::math::pow(::math::max(O, float3(0.0f)), gamma) : float3(O);
}
vm_col_norm vm_tex_infinite_color_normal(
uniform texture_2d tex_col = texture_2d(),
uniform texture_2d tex_norm = texture_2d(),
vm_coordinates uv = vm_coord(),
float3 average_color = float3(0.5),
float3 average_norm = float3(0.5f, 0.5f, 1.0f),
float patch_size = 1.0,
// Color output settings
bool color_out_gamma_correct = true,
float color_out_gamma = 2.2f,
// Normal output setting
float normal_strength = 1.0
)
{
vm_col_norm ret;
float2 uv_in = uv.uv;
float3 O_a = float3(0.f);
float3 O_b = 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.uv / patch_size); //pre-tilted hexa coordinates
int2 I = int2(::math::floor(V))+int2(935); // 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_a = average_color;
float3 m_b = average_norm;
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_a = (W[0] = F[2]) * (( ::tex::lookup_float3(tex_col, U-rnd22(I))) - m_a)
+ (W[1] = F[1]) * (( ::tex::lookup_float3(tex_col, U-rnd22(I+int2(0,1)))) - m_a)
+ (W[2] = F[0]) * (( ::tex::lookup_float3(tex_col, U-rnd22(I+int2(1,0)))) - m_a);
O_b = (W[0] = F[2]) * (( ::tex::lookup_float3(tex_norm, U-rnd22(I))) - m_b)
+ (W[1] = F[1]) * (( ::tex::lookup_float3(tex_norm, U-rnd22(I+int2(0,1)))) - m_b)
+ (W[2] = F[0]) * (( ::tex::lookup_float3(tex_norm, U-rnd22(I+int2(1,0)))) - m_b);
}
else
{
O_a = (W[0] = -F[2]) * (( ::tex::lookup_float3(tex_col, U-rnd22(I+int2(1)))) - m_a)
+ (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(tex_col, U-rnd22(I+int2(1, 0)))) - m_a)
+ (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(tex_col, U-rnd22(I+int2(0, 1)))) - m_a);
O_b = (W[0] = -F[2]) * (( ::tex::lookup_float3(tex_norm, U-rnd22(I+int2(1)))) - m_b)
+ (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(tex_norm, U-rnd22(I+int2(1, 0)))) - m_b)
+ (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(tex_norm, U-rnd22(I+int2(0, 1)))) - m_b);
}
O_a = m_a + O_a/::math::length(W);
O_a = ::math::clamp( (O_a), 0.0, 1.0);
ret.value = color_out_gamma_correct? ::math::pow(::math::max(O_a, float3(0.0f)), color_out_gamma) : float3(O_a);
O_b = m_b + O_b/::math::length(W);
O_b = ::math::clamp( (O_b), 0.0, 1.0);
float3 norm = (O_b - float3(.5f)) * 2.0f;
norm = ::math::normalize(norm * float3(normal_strength, normal_strength, 1.0));
// if any rotation happened prior to the lookup, compensate for it
norm = float3(::math::cos(uv.rotation) * norm.x - ::math::sin(uv.rotation) * norm.y,
::math::sin(uv.rotation) * norm.x + ::math::cos(uv.rotation) * norm.y,
norm.z);
ret.norm = norm.x * ::state::texture_tangent_u(uv.uv_space_index) +
norm.y * ::state::texture_tangent_v(uv.uv_space_index) +
norm.z * ::state::normal();
return ret;
}
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);
}
float histogram_scan_big(float input, float width, float position)
{
return ::math::clamp(
remap_xy_to_0_1(input,
::math::lerp(-width, 1.0, position),
position * (1.0 + width)), // special case of ::math::lerp(0.0, 1.0 + width, position)),
0.0,
1.0);
}
struct volume_info{
color absorption_coefficient;
color scattering_coefficient;
};
// simplified volume coefficients
// This function takes a transmittance value and and albedo and translates it into meaningful
// scattering and volume coefficients that are userfriendly
//
volume_info volume_transmittance_albedo(
float density_scale = 1.0,
color transmittance = color(0.5f), // transmittance color after unit distance
color albedo = color(1.0f)
)
[[
::anno::noinline()
]]
{
color sigma_t = -::math::log(::math::saturate(transmittance)) * density_scale;
color sigma_s = sigma_t * ::math::saturate(albedo);
return volume_info(
scattering_coefficient: sigma_s,
absorption_coefficient: sigma_t - sigma_s);
}
vm_3float vm_util_balanced_weight(
uniform float input_1 [[::anno::in_group("Inputs")]],
uniform float input_2 [[::anno::in_group("Inputs")]],
uniform float input_3 [[::anno::in_group("Inputs")]],
float weight_1 [[::anno::in_group("Output Weights")]],
float weight_2 [[::anno::in_group("Output Weights")]],
float weight_3 [[::anno::in_group("Output Weights")]]
)
[[
::anno::description("Takes three inputs and scales them so that the largest weight is scaled to 1.0 "
"E.g. inputs (0.2, 0.1, 0.05) will result in (1.0, 0.5, 0.25).")
]]
{
vm_3float result;
float max = ::math::max(::math::max(input_1, input_2), input_3);
if(max > 0.0f)
{
result.x = (input_1/max) * weight_1;
result.y = (input_2/max) * weight_2;
result.z = (input_3/max) * weight_3;
}
else
{
result.x = weight_1;
result.y = weight_2;
result.z = weight_3;
}
return result;
}
// This function takes three black and white maps inputs (floats) and composits
// them over the input color. The input maps can be adjusted using the controls
// 'width' and 'position' which corresponds to the controls of the 'histogram_scan_big' function
color vm_comp_dirt_overlay_3x
(
color input [[::anno::in_group("Inputs")]],
float overlay_map_1 [[::anno::in_group("Inputs"), ::anno::description("Input for overlay map 1.")]],
float overlay_map_2 [[::anno::in_group("Inputs"), ::anno::description("Input for overlay map 2.")]],
float overlay_map_3 [[::anno::in_group("Inputs"), ::anno::description("Input for overlay map 3.")]],
float width_1 = 1.0f [[::anno::in_group("Adjustments", "Map 1"), ::anno::description("Controls the transition width of the first overlay map input. Small values cause a hard transition.")]],
float position_1 = 0.5f [[::anno::in_group("Adjustments", "Map 1"), ::anno::description("Sets the midpoint from where the contrast will be applied.")]],
float width_2 = 1.0f [[::anno::in_group("Adjustments", "Map 2"), ::anno::description("Controls the transition width of the second overlay map input. Small values cause a hard transition.")]],
float position_2 = 0.5f [[::anno::in_group("Adjustments", "Map 2"), ::anno::description("Sets the midpoint from where the contrast will be applied.")]],
float width_3 = 1.0f [[::anno::in_group("Adjustments", "Map 3"), ::anno::description("Controls the transition width of the third overlay map input. Small values cause a hard transition.")]],
float position_3 = 0.5f [[::anno::in_group("Adjustments", "Map 3"), ::anno::description("Sets the midpoint from where the contrast will be applied.")]],
float map_weight_1 = 1.0f [[::anno::in_group("Weights"), ::anno::description("Scales the resulting opacity of the overlay map 1.")]],
float map_weight_2 = 1.0f [[::anno::in_group("Weights"), ::anno::description("Scales the resulting opacity of the overlay map 2.")]],
float map_weight_3 = 1.0f [[::anno::in_group("Weights"), ::anno::description("Scales the resulting opacity of the overlay map 3.")]],
color overlay_color = color(0.212231f, 0.033105f, 0.012983f) [[::anno::in_group("Blending"), ::anno::description("Select a color to be used in the blending function.")]],
uniform ::base::color_layer_mode mode = ::base::color_layer_multiply [[::anno::in_group("Blending"), ::anno::description("Select the blending mode that will be used to composit the overlay color over the input.")]]
)
[[
::anno::description("Takes a base color and composits an overlay color on top of it using three different overlay maps as masks. "
"The contrast and transition of the masks can be adjusted using the 'width' and 'position' controls. "
"The blending mode for the compositing operation can be chosen freely.")
]]
{
float w1 = histogram_scan_big(overlay_map_1, width_1, position_1) * map_weight_1;
float w2 = histogram_scan_big(overlay_map_2, width_2, position_2) * map_weight_2;
float w3 = histogram_scan_big(overlay_map_3, width_3, position_3) * map_weight_3;
::base::texture_return v1 = ::nvidia::core_definitions::blend_colors(input, overlay_color, mode, w1, true);
::base::texture_return v2 = ::nvidia::core_definitions::blend_colors(v1.tint, overlay_color, mode, w2, true);
return ::nvidia::core_definitions::blend_colors(v2.tint, overlay_color, mode, w3, true).tint;
}
export material Basaltite(
uniform bool infinite_tiling = true [[
::anno::description("Enables infinite tiling feature that 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"),
::anno::ui_order(0)
]],
float diffuse_brightness = 0.55f [[
::anno::description("Adjusts the lightness of the material."),
::anno::display_name("Brightness"),
::anno::in_group("Appearance"),
::anno::soft_range(0.f, 1.f),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(1)
]],
float reflection_roughness = 0.3f [[
::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
::anno::display_name("Roughness"),
::anno::in_group("Appearance"),
::anno::soft_range(0.f, 1.f),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(2)
]],
float bump_strength = 1.0f [[
::anno::description("Specifies the strength of the bump."),
::anno::display_name("Bump Strength"),
::anno::in_group("Appearance"),
::anno::soft_range(0.f, 1.f),
::anno::hard_range(0.f, 3.f),
::anno::ui_order(3)
]],
uniform float reflection_roughness_dust = 0.46f [[
::anno::description("Applies a roughness layer of sprinkled dust."),
::anno::display_name("Dust"),
::anno::in_group("Appearance", "Imperfections"),
::anno::soft_range(0.f, 1.f),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(4)
]],
uniform float reflection_roughness_scratches = 0.08f [[
::anno::description("Applies a roughness layer of scratches."),
::anno::display_name("Scratches"),
::anno::in_group("Appearance", "Imperfections"),
::anno::soft_range(0.f, 1.f),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(5)
]],
uniform float reflection_roughness_wear = 0.08f [[
::anno::description("Applies a roughness layer of wear."),
::anno::display_name("Wear"),
::anno::in_group("Appearance", "Imperfections"),
::anno::soft_range(0.f, 1.f),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(6)
]],
float imperfections_darkening = 0.f [[
::anno::description("Applies a darkening effect to the imperfections. The result is a weighted balance of the \"Dust\", \"Scratches\" and \"Wear\" parameters."),
::anno::display_name("Imperfections Darkening"),
::anno::in_group("Appearance", "Imperfections"),
::anno::soft_range(0.f, 1.f),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(7)
]],
color imperfections_color = color(0.04373f, 0.03624f, 0.03383f) [[
::anno::description("The color of the imperfections when \'Imperfections Darkening\' is used."),
::anno::display_name("Imperfections Color"),
::anno::in_group("Appearance", "Imperfections"),
::anno::ui_order(8)
]],
float imperfections_scale = 0.5f [[
::anno::description("This slider scales the dust, scratches and smudges reflection layer."),
::anno::display_name("Imperfections Scale"),
::anno::in_group("Appearance", "Imperfections"),
::anno::soft_range(0.f, 1.f),
::anno::ui_order(9)
]],
uniform bool subsurface_scattering = true [[
::anno::description("Enable light that penetrates the surface of a translucent object. While set to \'true\' it\'s a physically correct calculated SSS effect. If set to False it\'s a diffuse transmission that is cheaper to perform."),
::anno::display_name("Subsurface Scattering"),
::anno::in_group("Advanced"),
::anno::ui_order(10)
]],
uniform float translucency_amount = 0.5f [[
::anno::description("Describes how far light passes through the material."),
::anno::display_name("Translucency Amount"),
::anno::in_group("Advanced"),
::anno::soft_range(0.f, 1.f),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(11)
]],
float2 texture_translate = float2(0.f) [[
::anno::description("Controls the position of the texture."),
::anno::display_name("Texture Translate"),
::anno::in_group("Transform"),
::anno::ui_order(12)
]],
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),
::anno::ui_order(13)
]],
float2 texture_scale = float2(1.f) [[
::anno::description("Larger numbers increase the size."),
::anno::display_name("Texture Scale"),
::anno::in_group("Transform"),
::anno::ui_order(14)
]],
uniform int uv_space_index = 0 [[
::anno::description("Uses selected UV space for material."),
::anno::display_name("UV Space Index"),
::anno::in_group("Transform"),
::anno::ui_order(15)
]],
uniform bool enable_round_corners = false [[
::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"),
::anno::ui_order(16)
]],
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"),
::anno::ui_order(17)
]],
uniform bool across_materials = false [[
::anno::description("Applies the round corner effect across different materials when enabled."),
::anno::display_name("Across Materials"),
::anno::in_group("Round Corners"),
::anno::ui_order(18)
]])
[[
::anno::display_name("Basaltite - Rough"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Ruediger Raab"),
::anno::contributor("Maik Rohland"),
::anno::description("Basaltite stone material with adjustable roughness and imperfections."),
::anno::key_words(string[]("stone", "basalt", "basaltite", "natural", "interior", "exterior", "wall", "floor", "architecture", "sanitary", "infinite tiling", "rough", "bumped", "matte", "new", "gray", "neutral")),
::anno::thumbnail("./.thumbs/Basaltite.Basaltite.png"),
::anno::copyright_notice(COPYRIGHT)
]]
=
let {
bool tmp0 = false;
texture_2d rough_tex = texture_2d("./textures/basaltite_rough.jpg", ::tex::gamma_linear);
texture_2d multi_tex = texture_2d("./textures/multi_R_dust_G_scratches_B_smudges_2.jpg", ::tex::gamma_linear);
texture_2d SSS_lin_tex = texture_2d("./textures/basaltite_SSS.jpg", ::tex::gamma_linear);
texture_2d SSS_srgb_tex = texture_2d("./textures/basaltite_SSS.jpg", ::tex::gamma_srgb);
texture_2d diff_lin_tex = texture_2d("./textures/basaltite_diff.jpg", ::tex::gamma_linear);
texture_2d diff_srgb_tex = texture_2d("./textures/basaltite_diff.jpg", ::tex::gamma_srgb);
texture_2d norm_tex = texture_2d("./textures/basaltite_norm.jpg", ::tex::gamma_linear);
material_surface tmp1(::df::custom_curve_layer(0.0399999991f, 1.f, 5.f, histogram_scan_big(float3(infinite_tiling ? color(vm_tex_infinite(rough_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float3(0.35800001f), 1.f, true, 2.20000005f)) : vm_tex_lookup(rough_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), mono_a, float4(1.f)).tint).y, 1.f, bump_strength * 0.329999983f), ::df::microfacet_ggx_smith_bsdf((::math::max(::math::max(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).x * (reflection_roughness_dust * 4.f), ::math::pow(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).y, 1.44999993f) * (reflection_roughness_scratches * 2.5f)), ::math::pow(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).z, 1.30999994f) * (reflection_roughness_wear * 2.5f)) + histogram_range(float3(infinite_tiling ? color(vm_tex_infinite(rough_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float3(0.35800001f), 1.f, true, 2.20000005f)) : vm_tex_lookup(rough_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), mono_a, float4(1.f)).tint).x, 0.669999957f, ::math::lerp(bump_strength * 0.5f, 0.850000024f, reflection_roughness))) * (::math::max(::math::max(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).x * (reflection_roughness_dust * 4.f), ::math::pow(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).y, 1.44999993f) * (reflection_roughness_scratches * 2.5f)), ::math::pow(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).z, 1.30999994f) * (reflection_roughness_wear * 2.5f)) + histogram_range(float3(infinite_tiling ? color(vm_tex_infinite(rough_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float3(0.35800001f), 1.f, true, 2.20000005f)) : vm_tex_lookup(rough_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), mono_a, float4(1.f)).tint).x, 0.669999957f, ::math::lerp(bump_strength * 0.5f, 0.850000024f, reflection_roughness))), (::math::max(::math::max(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).x * (reflection_roughness_dust * 4.f), ::math::pow(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).y, 1.44999993f) * (reflection_roughness_scratches * 2.5f)), ::math::pow(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).z, 1.30999994f) * (reflection_roughness_wear * 2.5f)) + histogram_range(float3(infinite_tiling ? color(vm_tex_infinite(rough_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float3(0.35800001f), 1.f, true, 2.20000005f)) : vm_tex_lookup(rough_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), mono_a, float4(1.f)).tint).x, 0.669999957f, ::math::lerp(bump_strength * 0.5f, 0.850000024f, reflection_roughness))) * (::math::max(::math::max(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).x * (reflection_roughness_dust * 4.f), ::math::pow(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).y, 1.44999993f) * (reflection_roughness_scratches * 2.5f)), ::math::pow(float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).z, 1.30999994f) * (reflection_roughness_wear * 2.5f)) + histogram_range(float3(infinite_tiling ? color(vm_tex_infinite(rough_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float3(0.35800001f), 1.f, true, 2.20000005f)) : vm_tex_lookup(rough_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), mono_a, float4(1.f)).tint).x, 0.669999957f, ::math::lerp(bump_strength * 0.5f, 0.850000024f, reflection_roughness))), color(1.f, 1.f, 1.f), color(0.f, 0.f, 0.f), ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(translucency_amount * 0.349999994f, ::df::diffuse_transmission_bsdf(::math::pow(infinite_tiling ? color(vm_tex_infinite(SSS_lin_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float3(0.796000004f, 0.792999983f, 0.796000004f), 1.f, true, 2.20000005f)) : vm_tex_lookup(SSS_srgb_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), mono_a, float4(1.f)).tint, color(0.550000012f, 0.550000012f, 0.550000012f))), ::df::diffuse_reflection_bsdf(vm_comp_dirt_overlay_3x(::math::pow(infinite_tiling ? color(vm_tex_infinite_color_normal(diff_lin_tex, norm_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float3(0.512000024f, 0.504000008f, 0.512000024f), float3(0.493999988f, 0.497000009f, 0.996999979f), 1.f, true, 2.20000005f, bump_strength * 2.f).value) : vm_tex_lookup(diff_srgb_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), mono_a, float4(1.f)).tint, color(diffuse_brightness * -1.f + 1.70000005f)), float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).x, float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).y, float3(infinite_tiling ? color(vm_tex_infinite(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), float3(0.117647f, 0.168626994f, 0.309803993f), 1.f, false, 2.20000005f)) : vm_tex_lookup(multi_tex, vm_coord_post_scale(vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float2(imperfections_scale * 4.f)), mono_a, float4(1.f)).tint).z, 0.170000002f, 0.170000002f, 0.25f, 0.319999993f, 0.299999982f, 0.359999985f, vm_util_balanced_weight(reflection_roughness_dust, reflection_roughness_scratches, reflection_roughness_wear, ::math::pow(imperfections_darkening, 0.449999988f) * 0.849999964f, ::math::pow(imperfections_darkening, 0.449999988f) * 0.849999964f, ::math::pow(imperfections_darkening, 0.449999988f) * 0.849999964f).x, vm_util_balanced_weight(reflection_roughness_dust, reflection_roughness_scratches, reflection_roughness_wear, ::math::pow(imperfections_darkening, 0.449999988f) * 0.849999964f, ::math::pow(imperfections_darkening, 0.449999988f) * 0.849999964f, ::math::pow(imperfections_darkening, 0.449999988f) * 0.849999964f).y, vm_util_balanced_weight(reflection_roughness_dust, reflection_roughness_scratches, reflection_roughness_wear, ::math::pow(imperfections_darkening, 0.449999988f) * 0.849999964f, ::math::pow(imperfections_darkening, 0.449999988f) * 0.849999964f, ::math::pow(imperfections_darkening, 0.449999988f) * 0.849999964f).z, imperfections_color, ::base::color_layer_multiply), 0.5f), infinite_tiling ? vm_tex_infinite_color_normal(diff_lin_tex, norm_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float3(0.512000024f, 0.504000008f, 0.512000024f), float3(0.493999988f, 0.497000009f, 0.996999979f), 1.f, true, 2.20000005f, bump_strength * 2.f).norm : vm_tex_normal_lookup(norm_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), bump_strength * 2.f)), infinite_tiling ? vm_tex_infinite_color_normal(diff_lin_tex, norm_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), float3(0.512000024f, 0.504000008f, 0.512000024f), float3(0.493999988f, 0.497000009f, 0.996999979f), 1.f, true, 2.20000005f, bump_strength * 2.f).norm : vm_tex_normal_lookup(norm_tex, vm_coord(texture_translate, texture_rotate, texture_scale * 0.5f, uv_space_index), bump_strength * 2.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(vdf(), volume_transmittance_albedo(32.f, color(0.346704006f, 0.212784007f, 0.125146002f), color(0.747798979f, 0.830770016f, 0.761274993f)).absorption_coefficient, volume_transmittance_albedo(32.f, color(0.346704006f, 0.212784007f, 0.125146002f), color(0.747798979f, 0.830770016f, 0.761274993f)).scattering_coefficient, color(0.f, 0.f, 0.f)) : material_volume(scattering: vdf(), absorption_coefficient: color(0.f, 0.f, 0.f), scattering_coefficient: color(0.f, 0.f, 0.f), emission_intensity: 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);
// 2
export material Basaltite_Polished(*)
[[
::anno::display_name("Basaltite - Polished"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Ruediger Raab"),
::anno::contributor("Maik Rohland"),
::anno::description("Basaltite stone material with adjustable roughness and imperfections."),
::anno::key_words(string[]("stone", "basalt", "basaltite", "natural", "interior", "exterior", "wall", "floor", "architecture", "sanitary", "infinite tiling", "polished", "smooth", "shiny", "new", "gray", "neutral")),
::anno::thumbnail("./.thumbs/Basaltite.Basaltite_Polished.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Basaltite(
infinite_tiling: true,
diffuse_brightness: 0.55f,
reflection_roughness: 0.08f,
bump_strength: 0.0f,
imperfections_scale: 0.5f,
reflection_roughness_dust: 0.0f,
reflection_roughness_scratches:0.0f,
reflection_roughness_wear: 0.03f,
imperfections_darkening: 0.0f,
imperfections_color: color(0.004777f, 0.014444f, 0.043735f),
subsurface_scattering: true,
translucency_amount: 0.5f,
texture_translate: float2(0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f),
uv_space_index: 0,
enable_round_corners: false,
radius: 1.5f,
across_materials: false
);
// 3
export material Basaltite_Imperfections(*)
[[
::anno::display_name("Basaltite - Imperfections"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Ruediger Raab"),
::anno::contributor("Maik Rohland"),
::anno::description("Basaltite stone material with adjustable roughness and imperfections."),
::anno::key_words(string[]("stone", "basalt", "basaltite", "natural", "interior", "exterior", "wall", "floor", "architecture", "sanitary", "infinite tiling", "polished", "matte", "smooth", "imperfections", "smudged", "smudges", "used", "gray", "neutral")),
::anno::thumbnail("./.thumbs/Basaltite.Basaltite_Imperfections.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Basaltite(
infinite_tiling: true,
diffuse_brightness: 0.55f,
reflection_roughness: 0.08f,
bump_strength: 0.03f,
imperfections_scale: 0.5f,
reflection_roughness_dust: 0.0f,
reflection_roughness_scratches:0.34f,
reflection_roughness_wear: 0.63f,
imperfections_darkening: 0.09f,
imperfections_color: color(0.004777f, 0.014444f, 0.043735f),
subsurface_scattering: true,
translucency_amount: 0.5f,
texture_translate: float2(0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f),
uv_space_index: 0,
enable_round_corners: false,
radius: 1.5f,
across_materials: false
);
// 4
export material Basaltite_Worn(*)
[[
::anno::display_name("Basaltite - Worn"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Ruediger Raab"),
::anno::contributor("Maik Rohland"),
::anno::description("Basaltite stone material with adjustable roughness and imperfections."),
::anno::key_words(string[]("stone", "basalt", "basaltite", "natural", "interior", "exterior", "wall", "floor", "architecture", "sanitary", "infinite tiling", "matte", "rough", "imperfections", "old", "worn", "dirty", "dirt", "gray", "neutral")),
::anno::thumbnail("./.thumbs/Basaltite.Basaltite_Worn.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Basaltite(
infinite_tiling: true,
diffuse_brightness: 0.55f,
reflection_roughness: 0.05f,
bump_strength: 1.0f,
imperfections_scale: 0.5f,
reflection_roughness_dust: 0.21f,
reflection_roughness_scratches:0.51f,
reflection_roughness_wear: 0.55f,
imperfections_darkening: 0.77f,
imperfections_color: color(0.004777f, 0.014444f, 0.043735f),
subsurface_scattering: true,
translucency_amount: 0.5f,
texture_translate: float2(0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f),
uv_space_index: 0,
enable_round_corners: false,
radius: 1.5f,
across_materials: false
);
// 5
export material Basaltite_Polished_Dark(*)
[[
::anno::display_name("Basaltite - Polished Dark"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Ruediger Raab"),
::anno::contributor("Maik Rohland"),
::anno::description("Basaltite stone material with adjustable roughness and imperfections."),
::anno::key_words(string[]("stone", "basalt", "basaltite", "natural", "interior", "exterior", "wall", "floor", "architecture", "sanitary", "infinite tiling", "polished", "smooth", "shiny", "new", "gray", "dark", "neutral")),
::anno::thumbnail("./.thumbs/Basaltite.Basaltite_Polished_Dark.png"),
::anno::copyright_notice(COPYRIGHT)
]] = Basaltite(
infinite_tiling: true,
diffuse_brightness: 0.08f,
reflection_roughness: 0.08f,
bump_strength: 0.0f,
imperfections_scale: 0.5f,
reflection_roughness_dust: 0.39f,
reflection_roughness_scratches:0.0f,
reflection_roughness_wear: 0.0f,
imperfections_darkening: 0.0f,
imperfections_color: color(0.004777f, 0.014444f, 0.043735f),
subsurface_scattering: true,
translucency_amount: 0.5f,
texture_translate: float2(0.0f),
texture_rotate: 0.0f,
texture_scale: float2(1.0f),
uv_space_index: 0,
enable_round_corners: false,
radius: 1.5f,
across_materials: false
);