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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";
const string DESCRIPTION = "A plastic material for printed circuit boards (PCB).";
struct volume_info
[[
::anno::hidden()
]]
{
color absorption_coefficient;
color scattering_coefficient;
};
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);
}
float remap(float input, float low, float high)
{
//return low + input * (high - low);
return ::math::lerp(low, high, input);
}
float3 rgb2hsl(float3 c)
[[
::anno::description("Converts a color value to HSL. The function outputs the hue to \n"
"lie in the range from 0.0-1.0."),
::anno::author("NVIDIA vMaterials")
]]
{
float3 hsl;
float cMax = ::math::max(::math::max(c.x, c.y), c.z);
float cMin = ::math::min(::math::min(c.x, c.y), c.z);
float delta = cMax - cMin;
hsl.z = (cMax + cMin) / 2.0;
hsl.x = ((cMax == cMin) ? 0 :
(cMax == c.x) ? (c.y - c.z) / delta + ((c.z > c.y) ? 6.0f : 0.0f):
(cMax == c.y) ? (c.z - c.x) / delta + 2.0 : (c.x - c.y) / delta + 4.0) / 6.0f;
hsl.y = (hsl.z == 0.0 || hsl.z == 1.0) ? 0.0 : delta / (1.0 - ::math::abs(2.0 * hsl.z - 1.0));
return hsl;
}
float f_n(float n, float a, float h, float l) {
float k = ::math::fmod(n + h * 12.f, 12.f);
return l - a * ::math::max(-1.0f, ::math::min(::math::min(k-3.0f, 9.0f-k), 1.0f));
}
color hsl2rgb(float3 hsl)
[[
::anno::description("Converts a HSL value back to a color. Note that the hue is expected to \n"
"lie in the range from 0.0-1.0."),
::anno::author("NVIDIA vMaterials")
]]
{
float h = hsl.x, s = hsl.y, l = hsl.z;
float a = s * ::math::min(l, 1.0f - l);
return color(f_n(0.0, a, h, l),
f_n(8.0, a, h, l),
f_n(4.0, a, h, l));
}
::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);
//Hack: 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;
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));
}
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 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 PCB_Solder_Mask(
color diffuse_color = color(0.002732f, 0.223228f, 0.003677f) [[
::anno::description("Sets the color of the solder mask."),
::anno::display_name("Color"),
::anno::in_group("Appearance"),
::anno::ui_order(0)
]],
float reflection_roughness = .4f [[
::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(1)
]],
uniform float bump_strength = .0f [[
::anno::description("Specifies the strength of the bump."),
::anno::display_name("Bump Strength"),
::anno::in_group("Appearance"),
::anno::hard_range(0.f, 1.f),
::anno::soft_range(0.f, 1.f),
::anno::ui_order(2)
]],
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(3)
]],
float translucency_amount = 0.7f [[
::anno::description("Adjusts how much light may pass through the material."),
::anno::display_name("Transluceny Amount"),
::anno::in_group("Advanced"),
::anno::hard_range(0.f, 1.f),
::anno::ui_order(4)
]],
float density_scale = 1.f [[
::anno::description("Adjusts the density of the material. High makes the material denser and thus light travel less far until it is exhausted."),
::anno::display_name("Density Scale"),
::anno::in_group("Advanced"),
::anno::soft_range(0.f, 1.f),
::anno::ui_order(5)
]],
uniform 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(6)
]],
uniform 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(7)
]],
uniform float2 texture_scale = float2(1.f) [[
::anno::description("Larger numbers increase the size."),
::anno::display_name("Texture Scale"),
::nvidia::core_definitions::dimension(float2(.1f, .1f)),
::anno::in_group("Transform"),
::anno::ui_order(8)
]],
uniform int uv_space_index = 0 [[
::anno::description("Use selected UV space for material."),
::anno::display_name("UV Space Index"),
::anno::in_group("Transform"),
::anno::ui_order(9)
]],
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(10)
]],
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(11)
]],
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(12)
]],
uniform bool no_uv = false [[
::anno::description("Set this to true if your model has no UV layout."),
::anno::display_name("No UV"),
::anno::in_group("Transform", "Projection"),
::anno::ui_order(13)
]],
uniform base::texture_coordinate_system coordinate_system = base::texture_coordinate_object [[
::anno::description("The projection can be done based on world or object space. Do not use uvw space. Since it is disabled while No UV is set to true."),
::anno::display_name("Coordinate System"),
::anno::in_group("Transform", "Projection"),
::anno::ui_order(14)
]],
uniform base::projection_mode projection_type = base::projection_planar [[
::anno::description("Projection method to be used to generate the coordinates."),
::anno::display_name("Projection Type"),
::anno::in_group("Transform", "Projection"),
::anno::ui_order(15)
]],
uniform float scale = 1.f [[
::anno::description("Scales the texture while No UV is true."),
::anno::display_name("Scale Projection"),
::anno::in_group("Transform", "Projection"),
::anno::ui_order(16)
]])
[[
::anno::description(DESCRIPTION),
::anno::display_name("PCB Solder Mask - Green"),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "green", "technical", "electronic", "plate", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask.png"),
::anno::author("Nvidia vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
=
let {
bool tmp0 = false;
material_surface tmp1(df::custom_curve_layer(0.0399999991f, 1.f, 5.f, 1.f, df::microfacet_ggx_smith_bsdf(histogram_range(float3(base::file_texture(texture_2d("./textures/pcb_solder_mask_rough.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint)[0], 1.f, reflection_roughness) * histogram_range(float3(base::file_texture(texture_2d("./textures/pcb_solder_mask_rough.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint)[0], 1.f, reflection_roughness), histogram_range(float3(base::file_texture(texture_2d("./textures/pcb_solder_mask_rough.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint)[0], 1.f, reflection_roughness) * histogram_range(float3(base::file_texture(texture_2d("./textures/pcb_solder_mask_rough.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint)[0], 1.f, 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 * 0.5f, df::diffuse_transmission_bsdf(hsl2rgb(float3(rgb2hsl(float3(math::clamp(nvidia::core_definitions::blend_colors(base::file_texture(texture_2d("./textures/pcb_solder_mask_SSS.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint, diffuse_color, base::color_layer_multiply, 1.f, true).tint, color(0.000303999986f, 0.000302f, 0.000302f), color(0.99110198f, 0.99110198f, 0.99110198f)))).x, math::lerp(0.f, 0.979999959f, rgb2hsl(float3(math::clamp(nvidia::core_definitions::blend_colors(base::file_texture(texture_2d("./textures/pcb_solder_mask_SSS.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint, diffuse_color, base::color_layer_multiply, 1.f, true).tint, color(0.000303999986f, 0.000302f, 0.000302f), color(0.99110198f, 0.99110198f, 0.99110198f)))).y), math::lerp(0.629999995f, 1.f, rgb2hsl(float3(math::clamp(nvidia::core_definitions::blend_colors(base::file_texture(texture_2d("./textures/pcb_solder_mask_SSS.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint, diffuse_color, base::color_layer_multiply, 1.f, true).tint, color(0.000303999986f, 0.000302f, 0.000302f), color(0.99110198f, 0.99110198f, 0.99110198f)))).z)))), df::diffuse_reflection_bsdf(nvidia::core_definitions::blend_colors(base::file_texture(texture_2d("./textures/pcb_solder_mask_grey_diff.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint, diffuse_color, base::color_layer_multiply, 1.f, true).tint, 0.f), base::tangent_space_normal_texture(texture_2d("./textures/pcb_solder_mask_norm.jpg", ::tex::gamma_linear), math::lerp(0.f, 2.f, bump_strength), false, false, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 1.f, 0.f, 0.f, int2(0), tex::wrap_repeat, 30.f)), base::tangent_space_normal_texture(texture_2d("./textures/pcb_solder_mask_norm.jpg", ::tex::gamma_linear), math::lerp(0.f, 2.f, bump_strength), false, false, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 1.f, 0.f, 0.f, int2(0), tex::wrap_repeat, 30.f)), material_emission(emission: edf(), intensity: color(0.214040995f, 0.00203699991f, 0.00203699991f), 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(2.38333201f, 2.38333201f, 2.38333201f);
material_volume tmp4 = subsurface_scattering ? material_volume(vdf(), volume_transmittance_albedo(remap(density_scale, 0.f, 80.f), color(0.00489600003f, 0.00489600003f, 0.00489600003f), math::clamp(hsl2rgb(float3(rgb2hsl(float3(math::clamp(nvidia::core_definitions::blend_colors(base::file_texture(texture_2d("./textures/pcb_solder_mask_SSS.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint, diffuse_color, base::color_layer_multiply, 1.f, true).tint, color(0.000303999986f, 0.000302f, 0.000302f), color(0.99110198f, 0.99110198f, 0.99110198f)))).x, math::lerp(0.0399999991f, 0.969999969f, rgb2hsl(float3(math::clamp(nvidia::core_definitions::blend_colors(base::file_texture(texture_2d("./textures/pcb_solder_mask_SSS.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint, diffuse_color, base::color_layer_multiply, 1.f, true).tint, color(0.000303999986f, 0.000302f, 0.000302f), color(0.99110198f, 0.99110198f, 0.99110198f)))).y), math::lerp(0.539999962f, 0.939999998f, rgb2hsl(float3(math::clamp(nvidia::core_definitions::blend_colors(base::file_texture(texture_2d("./textures/pcb_solder_mask_SSS.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint, diffuse_color, base::color_layer_multiply, 1.f, true).tint, color(0.000303999986f, 0.000302f, 0.000302f), color(0.99110198f, 0.99110198f, 0.99110198f)))).z))), color(0.f, 0.f, 0.f), color(0.955973983f, 0.955973983f, 0.955973983f))).absorption_coefficient, volume_transmittance_albedo(remap(density_scale, 0.f, 80.f), color(0.00489600003f, 0.00489600003f, 0.00489600003f), math::clamp(hsl2rgb(float3(rgb2hsl(float3(math::clamp(nvidia::core_definitions::blend_colors(base::file_texture(texture_2d("./textures/pcb_solder_mask_SSS.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint, diffuse_color, base::color_layer_multiply, 1.f, true).tint, color(0.000303999986f, 0.000302f, 0.000302f), color(0.99110198f, 0.99110198f, 0.99110198f)))).x, math::lerp(0.0399999991f, 0.969999969f, rgb2hsl(float3(math::clamp(nvidia::core_definitions::blend_colors(base::file_texture(texture_2d("./textures/pcb_solder_mask_SSS.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint, diffuse_color, base::color_layer_multiply, 1.f, true).tint, color(0.000303999986f, 0.000302f, 0.000302f), color(0.99110198f, 0.99110198f, 0.99110198f)))).y), math::lerp(0.539999962f, 0.939999998f, rgb2hsl(float3(math::clamp(nvidia::core_definitions::blend_colors(base::file_texture(texture_2d("./textures/pcb_solder_mask_SSS.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), base::mono_alpha, no_uv ? base::coordinate_projection(coordinate_system, uv_space_index, projection_type, float4x4(scale)) : vmat_transform(texture_translate, texture_rotate, texture_scale * 0.0500000007f, base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), tex::wrap_repeat, tex::wrap_repeat, false, 0.f, int2(0), tex::wrap_repeat, 30.f).tint, diffuse_color, base::color_layer_multiply, 1.f, true).tint, color(0.000303999986f, 0.000302f, 0.000302f), color(0.99110198f, 0.99110198f, 0.99110198f)))).z))), color(0.f, 0.f, 0.f), color(0.955973983f, 0.955973983f, 0.955973983f))).scattering_coefficient, color(0.f, 0.f, 0.f)) : material_volume(vdf(), volume_transmittance_albedo(remap(density_scale, 0.f, 80.f), color(0.99110198f, 0.99110198f, 0.99110198f), color(0.f, 0.f, 0.f)).absorption_coefficient, volume_transmittance_albedo(remap(density_scale, 0.f, 80.f), color(0.99110198f, 0.99110198f, 0.99110198f), color(0.f, 0.f, 0.f)).scattering_coefficient, 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);
export material PCB_Solder_Mask_Green_Fast(*)
[[
::anno::display_name("PCB Solder Mask - Green Fast"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "green", "fast", "technical", "electronic", "plate", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_Green_Fast.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.012983f, 0.304987f, 0.012983f),
reflection_roughness: .4f,
bump_strength: .4f,
subsurface_scattering: false,
translucency_amount: .3f,
density_scale: .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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);
export material PCB_Solder_Mask_Black(*)
[[
::anno::display_name("PCB Solder Mask - Black"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "black", "technical", "electronic", "plate", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_Black.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.012983f, 0.304987f, 0.012983f),
reflection_roughness: .3f,
bump_strength: .3f,
subsurface_scattering: true,
translucency_amount: .5f,
density_scale: 1.f,
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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);
export material PCB_Solder_Mask_Black_Fast(*)
[[
::anno::display_name("PCB Solder Mask - Black Fast"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "black", "technical", "electronic", "plate", "construction", "fast", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_Black_Fast.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.012983f, 0.012983f, 0.012983f),
reflection_roughness: .3f,
bump_strength: .3f,
subsurface_scattering: false,
translucency_amount: .3f,
density_scale: 1.f,
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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);
export material PCB_Solder_Mask_Yellow(*)
[[
::anno::display_name("PCB Solder Mask - Yellow"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "yellow", "technical", "electronic", "plate", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_Yellow.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.871367f, 0.871367f, 0.012983f),
reflection_roughness: .3f,
bump_strength: .3f,
subsurface_scattering: true,
translucency_amount: .75f,
density_scale: 1.f,
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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);
export material PCB_Solder_Mask_Yellow_Fast(*)
[[
::anno::display_name("PCB Solder Mask - Yellow Fast"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "yellow", "technical", "electronic", "plate", "fast", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_Yellow_Fast.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.871367f, 0.871367f, 0.012983f),
reflection_roughness: .3f,
bump_strength: .3f,
subsurface_scattering: false,
translucency_amount: .3f,
density_scale: 1.f,
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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);
export material PCB_Solder_Mask_Red_Fast(*)
[[
::anno::display_name("PCB Solder Mask - Red Fast"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "red", "technical", "electronic", "plate", "fast", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_Red_Fast.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.871367f, 0.012983f, 0.012983f),
reflection_roughness: .3f,
bump_strength: .3f,
subsurface_scattering: false,
translucency_amount: .3f,
density_scale: 1.f,
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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);
export material PCB_Solder_Mask_Red(*)
[[
::anno::display_name("PCB Solder Mask - Red"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "red", "technical", "electronic", "plate", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_Red.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.871367f, 0.012983f, 0.012983f),
reflection_roughness: .3f,
bump_strength: .3f,
subsurface_scattering: true,
translucency_amount: .5f,
density_scale: .75f,
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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);
export material PCB_Solder_Mask_Blue(*)
[[
::anno::display_name("PCB Solder Mask - Blue"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "blue", "technical", "electronic", "plate", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_Blue.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.012983f, 0.013702f, 0.577580f),
reflection_roughness: .3f,
bump_strength: .3f,
subsurface_scattering: true,
translucency_amount: .5f,
density_scale: 1.f,
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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);
export material PCB_Solder_Mask_Blue_Fast(*)
[[
::anno::display_name("PCB Solder Mask - Blue Fast"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "blue", "fast", "technical", "electronic", "plate", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_Blue_Fast.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.012983f, 0.013702f, 0.577580f),
reflection_roughness: .3f,
bump_strength: .3f,
subsurface_scattering: true,
translucency_amount: .3f,
density_scale: 1.f,
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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);
export material PCB_Solder_Mask_White(*)
[[
::anno::display_name("PCB Solder Mask - White"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "white", "technical", "electronic", "plate", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_White.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.955973f, 0.955973f, 0.955973f),
reflection_roughness: .3f,
bump_strength: .3f,
subsurface_scattering: true,
translucency_amount: .8f,
density_scale: 1.f,
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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);
export material PCB_Solder_Mask_White_Fast(*)
[[
::anno::display_name("PCB Solder Mask - White Fast"),
::anno::description(DESCRIPTION),
::anno::copyright_notice(COPYRIGHT),
::anno::key_words(string[]("dielectric", "pcb", "computer", "plastic", "translucency", "white", "fast", "technical", "electronic", "plate", "construction", "mask", "printed", "circuit", "boards", "hardware")),
::anno::thumbnail("./.thumbs/PCB_Solder_Mask.PCB_Solder_Mask_White_Fast.png"),
::anno::author("NVIDIA vMaterials"),
::anno::contributor("Maik Rohland"),
::anno::contributor("Ruediger Raab")
]]
= PCB_Solder_Mask
(
diffuse_color: color(0.955973f, 0.955973f, 0.955973f),
reflection_roughness: .3f,
bump_strength: .3f,
subsurface_scattering: false,
translucency_amount: .3f,
density_scale: 1.f,
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,
no_uv: false,
coordinate_system: base::texture_coordinate_object,
projection_type: base::projection_planar,
scale: 1.f
);