| /****************************************************************************** | |
| * 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 ::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"; | |
| ::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 1 | |
| float4 r_position = float4(coordinate.position.x,coordinate.position.y,coordinate.position.z,1)* transform; | |
| float4 r_tangent_u = float4(coordinate.tangent_u.x,coordinate.tangent_u.y,coordinate.tangent_u.z,1)* transform; | |
| float4 r_tangent_v = float4(coordinate.tangent_v.x,coordinate.tangent_v.y,coordinate.tangent_v.z,1)* transform; | |
| return ::base::texture_coordinate_info( | |
| float3(r_position.x,r_position.y,r_position.z), | |
| float3(r_tangent_u.x,r_tangent_u.y,r_tangent_u.z), // orthogonalization | |
| float3(r_tangent_v.x,r_tangent_v.y,r_tangent_v.z));// orthogonalization | |
| */ | |
| // 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)); | |
| } | |
| 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 remap_xy_to_0_1(float input, float x, float y) | |
| { | |
| return (input - x)/(y - x); | |
| } | |
| float histogram_scan_small(float input, float width, float position) | |
| { | |
| return ::math::clamp( | |
| remap_xy_to_0_1(input, | |
| ::math::lerp(0.0, 1.0 - width, position), | |
| ::math::lerp(width, 1.0 , position)), | |
| 0.0, | |
| 1.0); | |
| } | |
| 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]); | |
| } | |
| int lowbias32(int x) | |
| { | |
| x ^= x >>> 16; | |
| x *= 0x7feb352d; | |
| x ^= x >>> 15; | |
| x *= 0x846ca68b; | |
| x ^= x >>> 16; | |
| return x; | |
| } | |
| float uint2float(int x) | |
| { | |
| return float(x & 0x7FFFFFFF) + (x < 0 ? 2147483648.0 : 0.0); | |
| } | |
| 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; | |
| } | |
| float3 srgb2rgb(float3 val) | |
| { | |
| return ::math::pow(::math::max(val, float3(0.0f)), 2.2); | |
| } | |
| float3 rgb2srgb(float3 val) [[ ::anno::unused() ]] { | |
| return ::math::pow( ::math::max(val, float3(0.f)), float3(1./2.2) ); | |
| } | |
| float3 nonrepeat_lookup( | |
| uniform texture_2d texture = texture_2d(), | |
| ::base::texture_coordinate_info uvw = ::base::coordinate_source(), | |
| float texture_scale = 1.0, | |
| float3 average_color = float3(0.5), | |
| float patch_size = 8.0 | |
| ) | |
| { | |
| float2 uv_in = float2(uvw.position[0], uvw.position[1]) * texture_scale; | |
| float Z = patch_size; // patch scale inside example texture | |
| 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_in; //pre-tilted hexa coordinates | |
| int2 I = int2(::math::floor(V)); // 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(texture, U/Z-rnd22(I))) - m) | |
| + (W[1] = F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0,1)))) - m) | |
| + (W[2] = F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1,0)))) - m); | |
| else | |
| O = (W[0] = -F[2]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1)))) - m) | |
| + (W[1] = 1.f - F[1]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(1, 0)))) - m) | |
| + (W[2] = 1.f - F[0]) * (( ::tex::lookup_float3(texture, U/Z-rnd22(I+int2(0, 1)))) - m); | |
| O = m + O/::math::length(W); | |
| O = ::math::clamp( (O), 0.0, 1.0); | |
| return float3(O); | |
| } | |
| color endless_texture( | |
| uniform texture_2d texture = texture_2d(), | |
| ::base::texture_coordinate_info uvw = ::base::coordinate_source(), | |
| float texture_scale = 10.0, | |
| float3 average_color = float3(0.5, 0.5, .5), | |
| float patch_size = 8.0, | |
| bool gamma_correct_lookup = true | |
| ) | |
| { | |
| return gamma_correct_lookup ? color(srgb2rgb( | |
| nonrepeat_lookup ( | |
| texture: texture, | |
| uvw: uvw, | |
| texture_scale: texture_scale, | |
| average_color: average_color, | |
| patch_size: patch_size | |
| )) | |
| ) : color(nonrepeat_lookup ( | |
| texture: texture, | |
| uvw: uvw, | |
| texture_scale: texture_scale, | |
| average_color: average_color, | |
| patch_size: patch_size | |
| )); | |
| } | |
| float3 endless_normal( | |
| uniform texture_2d texture = texture_2d(), | |
| float factor = 1.0, | |
| bool flip_tangent_u = false, | |
| bool flip_tangent_v = false, | |
| ::base::texture_coordinate_info uvw = ::base::coordinate_source(), | |
| float texture_scale = 10.0, | |
| float3 average_color = float3(0.5, 0.5, 1.0), | |
| float patch_size = 8.0 | |
| //bool srgb2rgb = false, | |
| //bool rgb2srgb = false | |
| ) | |
| { | |
| float3 transformed_tangent_u = flip_tangent_u ? uvw.tangent_u : - uvw.tangent_u; | |
| float3 transformed_tangent_v = flip_tangent_v ? uvw.tangent_v : - uvw.tangent_v; | |
| if (flip_tangent_u) | |
| transformed_tangent_u=-transformed_tangent_u; | |
| if (flip_tangent_v) | |
| transformed_tangent_v=-transformed_tangent_v; | |
| // normalized Lookup | |
| float3 tangent_space_normal = | |
| (nonrepeat_lookup ( | |
| texture: texture, | |
| uvw: uvw, | |
| texture_scale: texture_scale, | |
| average_color: average_color, | |
| patch_size: patch_size | |
| ) - 0.5) * (2.0 * factor); | |
| return ::math::normalize(uvw.tangent_u * tangent_space_normal.x + | |
| uvw.tangent_v * tangent_space_normal.y + | |
| ::state::normal()*1.0); | |
| //return ::state::normal(); | |
| } | |
| 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), | |
| ::math::lerp(0.0, 1.0 + width, position)), | |
| 0.0, | |
| 1.0); | |
| } | |
| export material Cobblestone_Medieval( | |
| uniform bool infinite_tiling = false [[ | |
| ::anno::description("Enables infinite tiling feature which 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 = 0.7f [[ | |
| ::anno::description("Adjusts the diffuse brightness of the material."), | |
| ::anno::display_name("Brightness"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.f, 1.f), | |
| ::anno::ui_order(1) | |
| ]], | |
| float diffuse_dirt = 0.05f [[ | |
| ::anno::description("Adds some dirt and darkens the material."), | |
| ::anno::display_name("Diffuse Dirt"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.f, 1.f), | |
| ::anno::ui_order(2) | |
| ]], | |
| float reflection_roughness = 0.26f [[ | |
| ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."), | |
| ::anno::display_name("Roughness"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.f, 1.f), | |
| ::anno::ui_order(3) | |
| ]], | |
| float reflection_weight = 1.0f [[ | |
| ::anno::description("Amount of reflection, higher numbers provide more reflection."), | |
| ::anno::display_name("Reflection Weight"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.f, 1.f), | |
| ::anno::ui_order(4) | |
| ]], | |
| uniform float bump_strength = 1.0f [[ | |
| ::anno::description("Specifies the strength of the bump."), | |
| ::anno::display_name("Bump Strength"), | |
| ::anno::in_group("Appearance"), | |
| ::anno::hard_range(0.f, 3.f), | |
| ::anno::soft_range(0.f, 1.f), | |
| ::anno::ui_order(5) | |
| ]], | |
| 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) | |
| ]], | |
| 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) | |
| ]], | |
| float2 texture_scale = float2(1.f) [[ | |
| ::anno::description("Larger numbers increase the size."), | |
| ::anno::display_name("Texture Scale"), | |
| ::anno::in_group("Transform"), | |
| ::nvidia::core_definitions::dimension(float2(0.625f, 0.625f)), | |
| ::anno::ui_order(8) | |
| ]], | |
| uniform bool roundcorners_enable = 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("Enable Round Corners"), | |
| ::anno::in_group("Round Corners"), | |
| ::anno::ui_order(9) | |
| ]], | |
| uniform float roundcorners_radius_mm = 10.f [[ | |
| ::anno::description("Radius of the rounded corners in millimeters."), | |
| ::anno::display_name("Round Corner Radius (mm)"), | |
| ::anno::in_group("Round Corners"), | |
| ::anno::soft_range(0.f, 20.f), | |
| ::anno::ui_order(10) | |
| ]], | |
| uniform bool roundcorners_across_materials = true [[ | |
| ::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(11) | |
| ]], | |
| uniform int uv_space_index = 0 [[ | |
| ::anno::description("Use selected UV space for the material."), | |
| ::anno::display_name("UV Space Index"), | |
| ::anno::in_group("Advanced"), | |
| ::anno::ui_order(12) | |
| ]]) | |
| [[ | |
| ::anno::description("A manual laid stone material with concrete inbetween."), | |
| ::anno::display_name("Medieval Cobblestone"), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Cobblestone_Medieval.Cobblestone_Medieval.png"), | |
| ::anno::key_words(string[]("cobblestone", "ground", "rock", "paving", "infinite tiling", "gray", "exterior", "architecture", "new", "rough")), | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Ruediger Raab"), | |
| ::anno::contributor("Maik Rohland") | |
| ]] | |
| = | |
| let { | |
| bool tmp0 = false; | |
| material_surface tmp1(::df::custom_curve_layer(0.0599999987f, 1.f, 5.f, histogram_scan_big(float3(infinite_tiling ? endless_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.764999986f, 0.552941024f, 0.482353002f), 3.50999999f, false) : ::base::file_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint)[1], 1.f, ::math::lerp(0.560000002f, 0.f, reflection_weight)), ::df::microfacet_ggx_smith_bsdf(histogram_range(float3(infinite_tiling ? endless_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.764999986f, 0.552941024f, 0.482353002f), 3.50999999f, false) : ::base::file_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint)[0], 1.f, ::math::lerp(0.349999994f, 0.659999967f, reflection_roughness)), histogram_range(float3(infinite_tiling ? endless_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.764999986f, 0.552941024f, 0.482353002f), 3.50999999f, false) : ::base::file_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint)[0], 1.f, ::math::lerp(0.349999994f, 0.659999967f, reflection_roughness)), color(1.f, 1.f, 1.f), ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(1.f, ::df::diffuse_reflection_bsdf(nvidia::core_definitions::blend_colors(nvidia::core_definitions::blend_colors(infinite_tiling ? endless_texture(texture_2d("./textures/cobblestone_medieval_diff.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.596077979f, 0.576470971f, 0.549019992f), 3.50999999f, true) : ::base::file_texture(texture_2d("./textures/cobblestone_medieval_diff.jpg", ::tex::gamma_srgb), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint, color(0.f, 0.f, 0.f), ::base::color_layer_multiply, diffuse_brightness * -0.300000012f + 0.300000012f).tint, color(histogram_scan_small(float3(infinite_tiling ? endless_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.764999986f, 0.552941024f, 0.482353002f), 3.50999999f, false) : ::base::file_texture(texture_2d("./textures/cobblestone_medieval_multi_R_rough_G_ao.jpg", ::tex::gamma_linear), color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint)[1], 0.610000014f, 0.f)), ::base::color_layer_colorburn, diffuse_dirt * 0.5f).tint, 0.f), bsdf(), infinite_tiling ? endless_normal(texture_2d("./textures/cobblestone_medieval_norm.jpg", ::tex::gamma_linear), 1.f, false, true, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.521569014f, 0.517647028f, 0.976471007f), 3.50999999f) : ::base::tangent_space_normal_texture(texture_2d("./textures/cobblestone_medieval_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, vmat_transform(texture_translate, texture_rotate, texture_scale, ::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)), infinite_tiling ? endless_normal(texture_2d("./textures/cobblestone_medieval_norm.jpg", ::tex::gamma_linear), 1.f, false, true, vmat_transform(texture_translate, texture_rotate, texture_scale, ::base::texture_coordinate_uvw, uv_space_index), 3.50999999f, float3(0.521569014f, 0.517647028f, 0.976471007f), 3.50999999f) : ::base::tangent_space_normal_texture(texture_2d("./textures/cobblestone_medieval_norm.jpg", ::tex::gamma_linear), bump_strength, false, false, vmat_transform(texture_translate, texture_rotate, texture_scale, ::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)), 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 = material_volume(scattering: vdf(), absorption_coefficient: color(0.f, 0.f, 0.f), scattering_coefficient: color(0.f, 0.f, 0.f)); | |
| material_geometry tmp5(float3(0.f), 1.f, roundcorners_enable ? ::state::rounded_corner_normal(roundcorners_radius_mm * 0.00100000005f, roundcorners_across_materials, 1.f) : ::state::normal()); | |
| hair_bsdf tmp6 = hair_bsdf(); | |
| } in | |
| material( | |
| thin_walled: tmp0, | |
| surface: tmp1, | |
| backface: tmp2, | |
| ior: tmp3, | |
| volume: tmp4, | |
| geometry: tmp5, | |
| hair: tmp6); | |
| export material Cobblestone_Medieval_Dark_Dirt(*) | |
| [[ | |
| ::anno::description("A manual laid stone material with concrete inbetween."), | |
| ::anno::display_name("Medieval Cobblestone - Dark Dirt"), | |
| ::anno::copyright_notice(COPYRIGHT), | |
| ::anno::thumbnail("./.thumbs/Cobblestone_Medieval.Cobblestone_Medieval_Dark_Dirt.png"), | |
| ::anno::key_words(string[]("cobblestone", "ground", "rock", "paving", "infinite tiling", "gray", "exterior", "architecture", "dirty", "rough")), | |
| ::anno::author("NVIDIA vMaterials"), | |
| ::anno::contributor("Ruediger Raab"), | |
| ::anno::contributor("Maik Rohland") | |
| ]] = Cobblestone_Medieval( | |
| infinite_tiling: true, | |
| diffuse_brightness: 0.65f, | |
| diffuse_dirt: 0.83f, | |
| reflection_roughness: 0.86f, | |
| reflection_weight: 1.0f, | |
| bump_strength: 1.0f, | |
| texture_translate: float2(0.0f), | |
| texture_rotate: 0.0f, | |
| texture_scale: float2(1.0f), | |
| roundcorners_enable: false, | |
| roundcorners_radius_mm: 10.f, | |
| roundcorners_across_materials: false | |
| ); | |